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        <title>The Medablog</title>
        <link>http://www.medaverse.com/blog/</link>
        <description>Echoes from within Medaverse Studios, from us to you.</description>
        <language>en</language>
        <copyright>Copyright 2008</copyright>
        <lastBuildDate>Thu, 24 Apr 2008 16:55:27 -0500</lastBuildDate>
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            <title>Listening to Potential Customers and a Tentative Gravitronix Release Date</title>
            <description><![CDATA[<div>As you can imagine, it's not terribly difficult to stroll around the web and see what folks are saying in response to news, and that includes news Medaverse itself has generated.</div><div><br /></div><div>However, there's one very, VERY key issue which we at Medaverse noted early on in the development of Gravitronix: you can barely find a discussion about Wiiware ANYWHERE on the internet which doesn't turn into a discussion about storage issues.</div><div><br /></div><div>In light of this, our lead programmer, Robin Larson, decided it would be necessary to build a highly space-conservative engine, a decision which lengthened our development time and a decision I supported. This leaves us with a tentative release date of June/July for Gravitronix, but that could still change depending upon how long it takes to fine-tune the gameplay.</div><div><br /></div><div>We apologize for not having Gravitronix ready for the launch of Wiiware, but we can assure you that it will take up less space on your Wii because of the extra time spent in development.</div>]]></description>
            <link>http://www.medaverse.com/blog/2008/04/listening-to-potential-custome.html</link>
            <guid>http://www.medaverse.com/blog/2008/04/listening-to-potential-custome.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Gravitronix</category>
            
            
            <pubDate>Thu, 24 Apr 2008 16:55:27 -0500</pubDate>
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        <item>
            <title>We&apos;ve been busy...</title>
            <description><![CDATA[The Medaverse programming staff has been toiling away behind closed doors, but I've been busy right out in the open with a whole slew of interviews.<div><br /></div><div>Lately, I've done an article for <a href="http://www.developmag.com/interviews/141/WiiWare-Week-Ready-to-Ware">Developmag</a>,an interview for <a href="http://www.vc-reviews.com/news/2008/02/wiiware_focus_interview_with_medaverse_gravitronix">VC-Reviews</a>, an interview for <a href="http://www.radio-ninty.co.uk/blog/index.php?itemid=63">Radio Ninty</a> and one for <a href="http://www.businessweek.com/innovate/gamesinc/archives/2008/04/medaverses_foun.html#more">BusinessWeek</a>, as well as a <a href="http://www.businessweek.com/magazine/content/08_17/b4081070887317.htm?chan=magazine+channel_special+report">BusinessWeek article</a> which features all of the Medaverse founders.</div><div><br /></div><div>A special thanks to all of the journalists who have taken an interest in Medaverse and our foray into the gaming industry. I hope we've offered some interesting content for your sites/publications.</div><div><br /></div><div>If you're interested in an interview with one of our staff, please drop us an email via our <a href="http://www.medaverse.com/contact.html">contact page</a>.</div>]]></description>
            <link>http://www.medaverse.com/blog/2008/04/weve-been-busy.html</link>
            <guid>http://www.medaverse.com/blog/2008/04/weve-been-busy.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Gaming Industry</category>
            
                <category domain="http://www.sixapart.com/ns/types#category">Gravitronix</category>
            
            
            <pubDate>Mon, 21 Apr 2008 00:19:19 -0500</pubDate>
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            <title>Gravitronix Projectiles</title>
            <description><![CDATA[<div>It's been a while since my last update, but I've decided to show off the "weaponry" in Gravitronix along with some explanation behind how each will function in the game (credit for these goes to lead artist Mike Lockhardt Jr.):</div><div><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold; ">The Sphere</span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><a href="http://www.medaverse.com/blog/sphere2.html" onclick="window.open('http://www.medaverse.com/blog/sphere2.html','popup','width=265,height=261,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.medaverse.com/blog/assets_c/2008/01/sphere-thumb-100x98.png" width="100" height="98" alt="sphere.png" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" /></a>The "basic" projectile with average size, weight and speed. Due to its basic shape, the sphere is predictable and can be used to deflect other spheres in the arena into your opponents' territories, similar to lining up a shot in billiards.</span><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold; ">The Cube</span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><a href="http://www.medaverse.com/blog/cube1.html" onclick="window.open('http://www.medaverse.com/blog/cube1.html','popup','width=303,height=298,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.medaverse.com/blog/assets_c/2008/01/cube-thumb-150x147.png" width="150" height="147" alt="cube.png" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" /></a><span class="Apple-style-span" style="font-weight: normal;">The most massive of the projectiles, the cube is best used to deflect other projectiles and ram through an opponent's defense. The cube's slow speed is its primary drawback.</span></span></form><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;">The Pyramid</span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><br class="webkit-block-placeholder" /></span></form><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;"><a href="http://www.medaverse.com/blog/pyramid1.html" onclick="window.open('http://www.medaverse.com/blog/pyramid1.html','popup','width=328,height=285,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.medaverse.com/blog/assets_c/2008/01/pyramid-thumb-100x86.png" width="100" height="86" alt="pyramid.png" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" /></a></span></form><span class="mt-enclosure mt-enclosure-image"><div style="text-align: left;">Slightly lighter and faster than the sphere, the pyramid is specifically used to attack territories adjacent to yours. After being fired, the pyramid will arc in the direction of your closest foe.</div></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><span class="Apple-style-span" style="font-weight: bold;">The Shard</span></form><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><a href="http://www.medaverse.com/blog/shard.html" onclick="window.open('http://www.medaverse.com/blog/shard.html','popup','width=258,height=285,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.medaverse.com/blog/shard-thumb-100x110.png" width="100" height="110" alt="shard.png" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" /></a>The lightest and quickest of the projectiles, the shard is the ideal weapon to launch at an unprepared enemy.</span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image" style="text-align: center;">Each projectile will have different strategies revolving around it. Also, we plan on allowing the player to change the properties of the projectiles, but I'll elaborate more upon that later.</span><span class="mt-enclosure mt-enclosure-image"><br /></span><span class="mt-enclosure mt-enclosure-image"><a href="http://www.medaverse.com/blog/grav_pieces1.html" onclick="window.open('http://www.medaverse.com/blog/grav_pieces1.html','popup','width=628,height=628,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.medaverse.com/blog/assets_c/2008/01/grav_pieces-thumb-500x500.png" width="500" height="500" alt="grav_pieces.png" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a></span></div>]]></description>
            <link>http://www.medaverse.com/blog/2008/01/gravitronix-projectiles.html</link>
            <guid>http://www.medaverse.com/blog/2008/01/gravitronix-projectiles.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Gravitronix</category>
            
            
            <pubDate>Mon, 21 Jan 2008 16:33:28 -0500</pubDate>
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            <title>Welcome to New Hampshire</title>
            <description><![CDATA[<span class="mt-enclosure mt-enclosure-image">In MY day, when we wanted to develop games, we had to trudge to our office through THIS:</span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><br class="webkit-block-placeholder" /></span><span class="mt-enclosure mt-enclosure-image"><a href="http://www.medaverse.com/blog/nhwinter.jpg" style="text-decoration: none;"><img alt="nhwinter.jpg" src="http://www.medaverse.com/blog/assets_c/2007/12/nhwinter-thumb-640x480.jpg" width="640" height="480" class="mt-image-center" style="text-decoration: underline;text-align: center; display: block; margin-top: 0px; margin-right: auto; margin-bottom: 20px; margin-left: auto; " /></a></span>]]></description>
            <link>http://www.medaverse.com/blog/2007/12/welcome-to-new-hampshire.html</link>
            <guid>http://www.medaverse.com/blog/2007/12/welcome-to-new-hampshire.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Misc.</category>
            
            
            <pubDate>Sun, 16 Dec 2007 18:41:12 -0500</pubDate>
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            <title>Suda was there. Where were you?</title>
            <description><![CDATA[<div><a href="http://kotaku.com/gaming/suda51/mini+skirt-or-not-no-more-customers-331771.php">Not there, apparently.</a> Not that I'm blaming you, the reader, personally, but Suda-san deserves better than this.</div><div><br class="webkit-block-placeholder" /></div><div>All you needed to tell me was that I'll be playing as an otaku with a lightsaber trying to climb his way up the ranks of assassins and I was sold. Having watched the preview videos, I was even further sold: the gameplay looks fun and the character development looks amazing and hilarious. The hero, Travis, also has a pet kitten and I'm a sucker for kittens.<br /></div>]]></description>
            <link>http://www.medaverse.com/blog/2007/12/suda-was-there.html</link>
            <guid>http://www.medaverse.com/blog/2007/12/suda-was-there.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Gaming Industry</category>
            
            
            <pubDate>Mon, 10 Dec 2007 13:39:44 -0500</pubDate>
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            <title>International support</title>
            <description><![CDATA[After doing a few Google searches, it was immediately obvious that Grav would find its audience in multiple regions and languages.<div><br class="webkit-block-placeholder" /></div><div>Thus, we're making it a point to cover as many linguistic bases as possible. We'll do the best we can to bring as much information out in as many languages as possible, but it's not the kind of thing I can promise up front.<br /></div>]]></description>
            <link>http://www.medaverse.com/blog/2007/12/international-language-support.html</link>
            <guid>http://www.medaverse.com/blog/2007/12/international-language-support.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Gravitronix</category>
            
            
            <pubDate>Mon, 03 Dec 2007 19:30:39 -0500</pubDate>
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            <title>Too quiet...</title>
            <description><![CDATA[<span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: verdana; ">We haven't said much on Grav lately and that's largely intentional.<br /><br />As I've said in the past, we don't intend to present the game until we have ample amounts of information and media to provide. Also, we don't want to jump any guns and promise planned features which have yet to be implemented. Even though I understand the development cycle now more than ever, as a gamer, it still irks me when I read the promises of a game in development and find that the game doesn't deliver in practice.<br /><br />You probably won't hear much until we're ready. Frankly, that's the way I want it to be: silence all the way up until the day we come out of nowhere and bombard the gaming media with trailers, screenshots and information.</span>]]></description>
            <link>http://www.medaverse.com/blog/2007/11/too-quiet.html</link>
            <guid>http://www.medaverse.com/blog/2007/11/too-quiet.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Gravitronix</category>
            
            
            <pubDate>Wed, 28 Nov 2007 16:36:21 -0500</pubDate>
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            <title>Don&apos;t Overlook These Gems...</title>
            <description><![CDATA[Here we are: the Xmas season, and with it comes a flurry of impulse purchases and the usual holiday rush of games when we've spent the past few months with few releases to draw our interest. <div><br class="webkit-block-placeholder" /></div><div>Let me start by saying that, yes, Super Mario Galaxy is incredible, but I implore you: don't turn your back to a shelf of Wii games that include such gems as Mario and Sonic: Olympics, Zak and Wiki, Raving Rabbits 2 and RE: Umbrella Chronicles.</div><div><br /></div><div>I understand why the industry releases this many games during a period when most Wii owners will be buying 1-2 games each, but that doesn't change the fact that some of these games stand a good chance of being completely overshadowed by a mythical game like SMG.</div><div><br class="webkit-block-placeholder" /></div><div>There's nothing worse than playing a Wii game, loving it and then checking out its sales figures for the week to see that it didn't get even half of the sales it deserved.</div><div><br class="webkit-block-placeholder" /></div><div>How much weight you want to place in my commentary is entirely up to you, but believe me when I say that you'll be robbing yourself of some excellent gaming experiences if you don't give these other titles a try as well. Rent them if you have to (most video stores also carry Wii games these days), but don't let them go by unnoticed. Nintendo fans have complained about a lack of 3rd party support in the past (myself included) but by not supporting good 3rd party games when they arrive on shelves then the blame falls upon us and ONLY us.</div><div><br class="webkit-block-placeholder" /></div><div>M&amp;S: Olympics is a solid sports game package, featuring some excellent motion control and the ability to play with your Mii alongside famous video game mascots from the Mario and Sonic universes.</div><div><br class="webkit-block-placeholder" /></div><div>Raving Rabbids 2 is one of the better minigame compilations I've seen, and it's downright hilarious to boot.</div><div><br class="webkit-block-placeholder" /></div><div>RE: UC is easily the best lightgun game I've ever played, adding a welcome layer of strategy to the genre which was previously absent.</div><div><br class="webkit-block-placeholder" /></div><div>And Zak and Wiki is a throwback to the point and click puzzle games we all knew and loved. It's a fledgling franchise, with no brand recognition to fall back upon like the others, but it delivers a great time for even a room full of people who love to be challenged by clever puzzles.</div><div><br /></div><div>I'm not suggesting you buy four additional games, but please, give them a rent if any of them sound like they might interest you. I'm confident you'll be pleasantly surprised.</div>]]></description>
            <link>http://www.medaverse.com/blog/2007/11/dont-overlook-these-gems.html</link>
            <guid>http://www.medaverse.com/blog/2007/11/dont-overlook-these-gems.html</guid>
            
            
            <pubDate>Thu, 15 Nov 2007 21:05:30 -0500</pubDate>
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            <title>Attention gaming news sites: adopt a Gravitronix character!</title>
            <description><![CDATA[Up until now, I've briefly mentioned in interviews that Gravitronix (our upcoming WiiWare game) will feature hand-drawn characters to represent the players on screen. While character selection will not influence game play, your character will react to your performance in game. As such, characters might seem like a "fluff" addition, but the significance of these characters lies in their origins...<br />]]></description>
            <link>http://www.medaverse.com/blog/2007/09/character-adoption.html</link>
            <guid>http://www.medaverse.com/blog/2007/09/character-adoption.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Gravitronix</category>
            
            
            <pubDate>Tue, 25 Sep 2007 13:46:46 -0500</pubDate>
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            <title>Gravitronix for WiiWare FAQ</title>
            <description><![CDATA[I'll address some of the more common concerns and questions regarding <a href="http://www.gravitronixgame.com" style="text-decoration: underline; ">Gravitronix</a>...<div><br class="webkit-block-placeholder" /></div><div><span class="Apple-style-span" style="font-weight: bold; ">What is Gravitronix?</span></div><div><span class="Apple-style-span" style="font-weight: bold; "><br class="webkit-block-placeholder" /></span></div><div>Gravitronix is an action/battle game for 1-4 players (possibly 8, and possibly online). You'll be defending your territory from enemy players while trying to assault theirs by using the four different projectiles pictured in the Gravitronix logo.</div><div><br class="webkit-block-placeholder" /></div><div><span class="Apple-style-span" style="text-decoration: underline; color: rgb(0, 0, 238); -webkit-text-decorations-in-effect: underline; "><span class="mt-enclosure mt-enclosure-image" style="text-align: center;; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; font-size: 1em; font-weight: normal; "><a href="http://www.medaverse.com/blog/gravitronix_splash_small.jpg" style="text-decoration: underline; "><img alt="gravitronix_splash_small.jpg" src="http://www.medaverse.com/blog/assets_c/2007/09/gravitronix_splash_small-thumb-400x225.jpg" width="400" height="225" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;; border-style: initial; border-color: initial; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-style: initial; border-color: initial; " /></a></span></span></div><div><br class="webkit-block-placeholder" /></div><div><span class="Apple-style-span" style="font-weight: bold; ">Why are you being so secretive about how it actually plays?</span></div><div><br class="webkit-block-placeholder" /></div><div>The short answer? We're afraid of having it ripped off. We're a small team so the concept will take some time for us to create, but if we put the idea out there in totality, it would take a larger development house less than a month to create their own version of it.</div><div><br class="webkit-block-placeholder" /></div><div>Are we being too paranoid? Possibly, but it's also better that players are introduced to it a month before it releases with our full video presentation of Gravitronix than hear small pieces of the game and misunderstand how it actually plays.</div><div><br class="webkit-block-placeholder" /></div><div><span class="Apple-style-span" style="font-weight: bold; ">What's so special about it? Why should I give a damn about this game?</span></div><div><span class="Apple-style-span" style="font-weight: bold; "><br class="webkit-block-placeholder" /></span></div><div>That's a question I can't answer right now, and it's best that I <span class="Apple-style-span" style="font-style: italic; ">don't</span> answer it right now, either. The launch of WiiWare is still months off so getting people excited now is rather pointless.</div><div><br /></div><div>We have something planned to gradually reveal more about Gravitronix, and I'll let you know about that soon.</div><div><br class="webkit-block-placeholder" /></div><div><span class="Apple-style-span" style="font-weight: bold; ">What kind of plans do you have after Gravitronix?</span></div><div><span class="Apple-style-span" style="font-weight: bold; "><br class="webkit-block-placeholder" /></span></div><div>We have a plethora of game ideas, some more for WiiWare and some others which will work as retail titles. Aside from occasionally writing random ideas down for those games, we're focusing entirely on Gravitronix. We're going to actually release a game before we focus on future games.</div><div><br class="webkit-block-placeholder" /></div><div><span class="Apple-style-span" style="font-weight: bold; ">Who are you people?</span></div><div><br class="webkit-block-placeholder" /></div><div>Medaverse <span class="Apple-style-span" style="font-style: italic; ">was</span> three guys who ran a gaming fan site who toyed with the idea of making a game but never moved toward it until the Wii remote pushed us over the edge. We saw it back in Oct. 2005 and we knew we wanted to develop for it. Since then, we've grown to 8 people and are in the middle of working on our first WiiWare game.</div><div><br class="webkit-block-placeholder" /></div><div><span class="Apple-style-span" style="font-weight: bold; ">How do I know you're not a bunch of nerdy, DnD-playing, video game-collecting otakus?</span></div><div><span class="Apple-style-span" style="font-weight: bold; "><br class="webkit-block-placeholder" /></span></div><div>You don't.</div><div><br class="webkit-block-placeholder" /></div><div>I'll have another update for you soon...</div>]]></description>
            <link>http://www.medaverse.com/blog/2007/09/gravitronix-for-wiiware-faq.html</link>
            <guid>http://www.medaverse.com/blog/2007/09/gravitronix-for-wiiware-faq.html</guid>
            
                <category domain="http://www.sixapart.com/ns/types#category">Gravitronix</category>
            
            
            <pubDate>Mon, 24 Sep 2007 16:31:07 -0500</pubDate>
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            <title>Tech Colleges: the REAL &quot;Hogwarts&quot;</title>
            <description><![CDATA[<div>Watching a group of programmers performing their art is something that I find fascinating. They speak of incomprehensible variables and other bits of computer subtext. Then something is compiled and something is on the screen which wasn't previously there. It's <span class="Apple-style-span" style="font-style: italic;">magic, </span>and I suddenly feel less like a project coordinator directing individuals to tasks and more like a feudal lord enlisting summoners. It's as though I've employed them to bring something mighty and massive through an interplanar portal and into reality where it previously only existed in imagination.</div><div><br class="webkit-block-placeholder" /></div><div>"I need it to breathe fire," I say.</div><div>"No," one says, shaking a finger laden with mystic rings, "we haven't the proper components for that!"</div><div>"Hold," says another, "we do have the emberstryfe talisman."</div><div>"But..." says yet another, "does that talisman have a BSD license?"</div><div><br class="webkit-block-placeholder" /></div><div>I'm telling you, it's <span class="Apple-style-span" style="font-style: italic;">almost</span> like that.</div><div><br class="webkit-block-placeholder" /></div><div>Overhearing the discussion of world states, vertices and classes awes me at the fact that so much of importance is being said and I'm mostly oblivious to it. I say "mostly" because sometimes the discussion will dip to the level where I can understand it and I'll put in some input or recall a technical document which might aid the situation. Then the train leaves the station without me as they're off again.</div><div><br /></div><div>I'm going to be able to show off the work done by my artists (possibly sooner than later) and that gives me a chance to push their work into the foreground where it belongs. But the same is just not possible with programmers. Obviously, the entire game and its structure are testaments to their abilities, but the grim truth remains that seldom do players stop to think about the hours of labor, toil and coordination that went into bringing these games to fruition. I'm a gamer of 20+ years and I don't think I've ever caught myself pondering the labors of the codesmiths responsible for my hobby.</div><div><br class="webkit-block-placeholder" /></div><div>We admire the painting for its artfulness but seldom the workmanship of the frame.</div><div><br class="webkit-block-placeholder" /></div><div>Maybe I'll figure out a solid means to give the framemakers their due credit (and no, I don't think watching their names scroll by in a credit roll suffices)...</div>]]></description>
            <link>http://www.medaverse.com/blog/2007/09/tech-colleges-the-real-hogwart.html</link>
            <guid>http://www.medaverse.com/blog/2007/09/tech-colleges-the-real-hogwart.html</guid>
            
            
            <pubDate>Fri, 21 Sep 2007 00:40:33 -0500</pubDate>
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            <title>Salt on a blessing</title>
            <description><![CDATA[Irony is not having enough time to play <a href="http://www.smashbros.com/en_us/gamemode/wi-fi/wi-fi01.html">awesome</a> <a href="http://www.aussie-nintendo.com/?v=news&amp;p=17336">games</a> <a href="http://www.mmv.co.jp/special/game/wii/nomoreheroes/special/index.html">on</a> <a href="http://www.nintendo.com/gamemini?gameid=zx9f73UuK-TfcFaJWF9VnKqxJGYYtRzn&amp;">the</a> <a href="http://www.sega.com/games/game_temp.php?game=nights">Wii</a> because you're developing for it.<div><br class="webkit-block-placeholder" /></div><div>Then again, if it weren't THE console to be developing for, there wouldn't be an abundance of excellent games for it.</div><div><br class="webkit-block-placeholder" /></div><div>Still, seeing online for SSBB confirmed and knowing I'll likely be in the middle of crunch time when it launches makes me cringe...</div>]]></description>
            <link>http://www.medaverse.com/blog/2007/09/salt-on-a-blessing.html</link>
            <guid>http://www.medaverse.com/blog/2007/09/salt-on-a-blessing.html</guid>
            
            
            <pubDate>Tue, 18 Sep 2007 13:40:31 -0500</pubDate>
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            <title>Interview with ArenaWii.com</title>
            <description><![CDATA[I recently did an interview with <a href="http://www.ArenaWii.com">ArenaWii.com.</a><div><br class="webkit-block-placeholder" /></div><div>It can be found <a href="http://www.arenawii.com/newsList.asp?rubrikaID=8&amp;clanakID=318">here</a>.</div><div><br class="webkit-block-placeholder" /></div><div>I gave one other to Cubed3 recently, but that's the end of my interview spree, I swear. I was actually supposed to give a fourth but opted to hold off until a later time when we have more to say/show.</div><div><br class="webkit-block-placeholder" /></div><div>Again, sorry if you're starting to get sick of seeing my name out there, but I used to run a gaming news site and I know how hard it is to get anything exclusive for a site, especially one as small as ours was. If we can give a few more hits to some folks who want them, so be it.</div><div><br class="webkit-block-placeholder" /></div><div>But no more for a while, I promise.</div>]]></description>
            <link>http://www.medaverse.com/blog/2007/09/interview-with-arenawiicom.html</link>
            <guid>http://www.medaverse.com/blog/2007/09/interview-with-arenawiicom.html</guid>
            
            
            <pubDate>Mon, 17 Sep 2007 19:52:00 -0500</pubDate>
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            <title>I&apos;m Jesse Lowther, and...</title>
            <description><![CDATA[...I'm just glad to be here.<div><br class="webkit-block-placeholder" /></div><div>No, seriously, there's no easy way to describe what it's like to want to do something for such a length of time and then suddenly find you're doing it. It actually sinks in every once in a while that we're doing what we're doing and the voices in my head have a good long scream.</div><div><br class="webkit-block-placeholder" /></div><div>As you probably now know, Medaverse Studios, as a development house, is a brand-spankin' new, but the team who sits beyond the name is anything but. I went to high school with two of the most talented people I've ever met in my life, an artist and a programmer, and the three of us comprise what can be called the "core team" of Meda. We're joined by five other immensely talented people who are helping to make Gravitronix a reality.</div><div><br class="webkit-block-placeholder" /></div><div>I know it's my job as a creative/lead designer to make it seem as though I'm somehow the driving force behind everything that happens here (an impression I've had of other creative leads), but nothing could be further from the truth. These are people driven by personal desire to not only excel at their art, but to push themselves further at it than they ever have before, and this is what I admire more than anything. You're going to be seeing and hearing a lot out of me personally as the "voice" of Meda, but I just wanted to start this blog by giving credit to the strength and talent behind the scenes. No matter how I come across, I am <span class="Apple-style-span" style="font-style: italic;">nothing</span> without them.</div><div><br class="webkit-block-placeholder" /></div><div>That said, the matter of Medaverse's public/press relations will be something of a curiosity. I've been a gamer my entire life and a business man for at least half of it (I started working at 12). The one aspect of this or any other industry which I've always disliked is the tendency for any company or corporation to behave as though it is one single entity, identifying the people who work there only as cogs in a machine rather than individuals with a passion for their craft. In addition, it has been my observation that the very essence of "public relations" ironically involves relating to the pubic as little as possible.</div><div><br class="webkit-block-placeholder" /></div><div>In both cases, I feel that Medaverse's affairs should be handled in a different manner. For one, items like this blog and our <a href="http://boards.medaverse.com/">forums</a> are intended to connect us with the gaming community. Beyond that, I intend to report everything feasibly possible as it happens. This includes news about our games and our future plans. Naturally, we won't reveal works in progress because they tend to look god-awful, but I'll do my best to deliver content from time to time (maybe even once per post, but we'll see).</div><div><br class="webkit-block-placeholder" /></div><div>That's us in a nutshell. I acknowledge that we might wind up regretting some of the decisions regarding PR, but this wouldn't be an adventure unless we shook things up a bit, right?</div><div><br class="webkit-block-placeholder" /></div><div>I'll have more to talk about soon...</div><div><br /></div><div><span class="mt-enclosure mt-enclosure-image"><a href="http://www.medaverse.com/blog/2007/09/16/meda.jpg"><img alt="meda.jpg" src="http://www.medaverse.com/blog/assets_c/2007/09/meda-thumb-568x426.jpg" width="568" height="426" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a></span></div><div><br /></div>]]></description>
            <link>http://www.medaverse.com/blog/2007/09/welcome.html</link>
            <guid>http://www.medaverse.com/blog/2007/09/welcome.html</guid>
            
            
            <pubDate>Sat, 15 Sep 2007 14:40:41 -0500</pubDate>
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