Patch Alert: MAG v2.01

The recent release of MAG 2.0 was the culmination of several months of work that was easily the biggest collection of overall improvements to the game since its debut this past January. There’s always room for improvement, however, and today’s short but sweet update aims to fix a handful of important stability issues that have been brought to our attention, while adding in a few new voice-over messages to boot.

Enjoy!

Patch v2.01
Available October 13, 2010 | 35MB (TPPS), N/A (DLS)

Audio/Visual

  • Proper voice-over now plays when vehicles are extracted in Acquisition
  • Proper voice-over now calls out sensor abilities when mortar battery is incapacitated

Technical

  • Various stability and crash fixes

Discuss your impressions of MAG 2.01 on the official MAG forums by clicking here!

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Zipper Profile: Chris Oje

Our Developer Profile series introduces you to the many faces of Zipper Interactive. From designers to artists to programmers to audio engineers to producers, you’ll meet the creative minds that make Zipper what it is (and maybe learn a few surprises along the way).

This week we meet up with Software Engineer Chris Oje. Forum-goers may know him as zpr_WhiteTiger, but everyone will have a chance to get to know him better on this week’s episode of Zipline as he’ll be one of our featured guests.

Job Title: Software Engineer (Gameplay)
Years at Zipper:2
Years in the Industry: 10
Favorite Zipper Game: MAG!
Favorite Non-Zipper Game: I don’t have a single all time favorite and it’s impossible to list everything, so here are some of my most memorable games: Legend of Zelda, Super Metroid, Quake 2, Asheron’s Call, GTA3 (+ sequels). Pretty much most RPGs, open world sandbox games, and some shooters are where I spend all my gaming time.
Motto: That’s what she said.

What is it that you do specifically, and can you walk us through your typical day?
I primarily work on gameplay features such as the weapons, animations, characters, skills, etc. I create the logic that tells the game what to do, solve problems that come up when things don’t work correctly, add data driven support so the artists and designers can easily iterate on their work, etc. I work very closely with the artists and designers to make the game come alive. When I’m tasked with implementing a feature, my first stop is to go talk to the designers to get on the same page and make sure I know exactly what they are looking for. Then I will go talk to the artists and make sure they know exactly what is needed and then agree on how it should be created. At this point, I will start coding, building, testing, and iterating. Some tasks can take ten minutes, some can take a day or two, and some features can even take over a month to complete.

My typical day begins with checking email, looking at any open bugs, attending a morning meeting, and just generally getting up to speed on the day. From there I’ll lock myself in my office, blast some music, and do work. Work consists primarily of writing code, but there can be a lot of downtime waiting for builds and other processes to finish. That’s when I like to browse the forums and look for any issues that I can respond to or bring up with the team, and if I have enough time, I’ll even jump in-game and make sure everything is going smoothly. Throughout the day I will have people come by and ask questions about something or I’ll go corner someone and ask them questions. Occasionally I’ll have a meeting to attend, a playtest to participate in, and sometimes QA will find a bug or a crash that I’ll go investigate. During lunch or after work, I try to squeeze in a few games of basketball or some kung fu training.

How did you get into the industry?
I grew up playing video games starting with the Atari 2600, the NES, an old monochrome Macintosh, and so on. I always enjoyed tinkering with computers and gadgets but had no real focus until high school when I took a programming class at a local community college. I enjoyed the class so much that I knew I was destined to be a programmer. The rest of my school and college career was spent working to achieve that goal. A few months before graduating college, my professor’s husband started hiring for a new game division at his company. She recommended me and I got the job. I started working on all kinds of random projects like a couple of Half-Life and Quake 3 mods and some software to run the GameCube development kits. It wasn’t long before I found out how brutal the games industry can be and was laid off, and the company went out of business shortly thereafter – the first of many layoffs and studio closures I’ve had to endure. From there I’ve worked at a number of other studios on all kinds of things like children’s games, adver-games, casual games, to finally landing at Zipper making PS3 games. It’s taken a lot of hard work, dedication, and sacrifice to make it in the industry, but I enjoy my job so much that it’s all been worth it.

What are some other games or projects that you’ve worked on in the past?
I started my video game career designing ridiculous Super Mario 3 levels on paper and later making terrible Duke Nukem 3D mods and levels. My first shipped game came packaged in boxes of Cocoa Puffs and I worked on a bunch of other children’s action/adventure games (which my kids love playing). I also worked on a few casual games that were typically done as a form of a corporate advertisement. After all of that, I finally broke into console games as the lead gameplay programmer on Destroy All Humans 3.

What’s your proudest moment?
My proudest moment is ongoing – watching my three boys grow up. They make me proud every day.

Is there anything you’d like to say to the fans?
You guys are the greatest gaming community I’ve been involved with. The passion and dedication you guys have inspire me to do all I can to make MAG the best game it can be. As a huge fan of the game myself, working the past nine months or so on MAG updates has been a blast!

Don’t forget to click this link and leave your questions to Chris for this week’s Zipline podcast!

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Influence MAG Results: Should Domination Go Faction-Neutral?

We’ve said it before and we’ll say it again: MAG is an evolving game. To make sure that it evolves how you, the players, would like to see it grow and change, we’ve introduced the Influence MAG program. We ask you a simple question, one that would have a real impact on how the game is played, and you get to vote on it. If the change gets enough votes, then MAG is all the better for it.
 
Our latest poll asked you whether or not you would like to see the Domination game mode go “faction-neutral”. The discussion over whether or not certain modes should become faction-neutral has long been heated, so we figured what better way to decide once and for all what Domination’s fate would be than to let you decide!
 
Thousands of you voted and the poll was close in the end, but the results are:
 
Domination will NOT be going faction-neutral and maps will continue to be defended only by their home PMC.
 
Roughly 48% of you voted to make Domination faction-neutral while 52% voted to keep it as it currently is and shall remain. While the vote count was close, keep in mind that the official Influence MAG fine print states that a change in game rules needs at least 60% of the majority vote for it to be enacted, so the gap was a bit bigger than it might first seem.
 
Thanks to everyone who participated in the poll – your participation really does dictate MAG’s direction for the future!

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MAG & PlayStation Move Developer Diary

To showcase a number of games that have been created to support PlayStation Move, Sony has released a series of developer diaries to give you an inside look at what goes into each title’s creation and why Move brings something unique to the table.

The latest video diary released is all about MAG and features Zipper’s own Ben Jones (with a cameo by Marc Janas). Enjoy!

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MAG 2.0 Bug Fix Patch in Progress

We wanted to drop you all a quick note to say that we’re currently in the process of addressing a handful of recent disconnection and freezing issues that some users have encountered since updating to MAG 2.0. We’ve identified the causes of these problems and will pushes fixes out to you as soon as possible. Currently, we don’t have an exact date on when these fixes will be available, but do know that they’ll most certainly come sooner rather than later.

We’ll keep you updated on the patch’s status as best we can. Thanks for sticking with us through the growing pains — a ton of work went into MAG 2.0 and we want you to enjoy it hassle-free!

Want to discuss MAG 2.0? Visit our official thread on the MAG forums to do so right now!

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