TheFreshBanana
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Confirmed.
Zynga has confirmed in a press release that former Microsoft Entertainment and Devices boss Don Mattrick has been named Chief Executive Officer of the PC software company. He will also sit on Zynga's Board of Directors. Both positions take effect next Monday, July 8, 2013.
"Don is unique in the game business," Zynga founder Mark Pincus said. "He can execute in multiple domains -- hardware, software, and network."
Microsoft refused to comment. Mattrick's direct reports will now come under the wing of Microsoft CEO Steve Ballmer.

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I don't see it, all I see is horribly sore arms from sitting in an awkward position with arms up. If any console is perfect for this it's the Wii U or hell the wii with the pointer was good for these too.Yeah this the other day, I'm really pumped for it.
And mainly excited for the prospect of future games of this nature, taking advantage of the Kienct.
The success of The Walking Dead as a point and click could well see a big resurgence of the genre and that's perfect for Kinect.
Sadly, true gamer's are few and far between these days. Fanboy's are not true gamer's to me. They focus to much on their console to see real gems in gaming. Real gamer's play games regardless of console and on PC for the sake of playing the games.
Maybe you don't like what's on PC? Well then your a console gamer, because PC gaming has a more focused genre of games while Consoles have a much wider choice. And that's fine. But then their are people who don't like Console gaming do to the lack of control over the game. Maybe they just like the mouse and keyboard for gaming. That doesn't make them any less of a gamer.
The point you lose your right to be called a gamer, is when you begin to bash other platforms just because of their name.
"Xbox is better because of Blah Blah Blah."
"Well Sony is better Because of Blah Blah Blah."
"You both are losers because i play games on a PC for Blah Blah Blah"
All of these people are not gamer's, they are posers. Gamer's don't care about the platform unless it harms their gaming. Much like Microsoft trying the 24 hour check ins. But thankfully they backed off of that. Sorry for such a long post. But i thought i should give my thoughts on it.
Best bit of that link was this comment

Coming out of E3, one of the biggest surprises was Insomniac's flashy and fun trailer for Sunset Overdrive. Sure, we didn't get to see any gameplay, but as a demonstration of concept, Ted Price and team managed to capture our imagination. We had a chance to speak with Price today to learn more about his studio's latest project.
It's important to note that because Sunset Overdrive is still very early in the development cycle (Price wasn't even comfortable committing to a broad release window), our conversation about the game focused largely on concept. If you've had a chance to watch the 45-minute trailer breakdown hosted by Price and Sunset Overdrive co-creative director Drew Murray, you'll have some idea of what the team has in store.
"The trailer we presented was a vision of the game," Price told us. "But it represents very much who Insomniac is in terms of its style and tone and it shows of a world we are building right now that has been subjected to a catastrophe."
In many games that are set up with world-ending calamities as the impetus for heroics, protagonists are thrust into action grudgingly. In many cases, they lament their lost existences and struggle for a way back to that lost sense of safety and self.
That's just not so in Sunset Overdrive. "You, as the player, have formerly worked in a dead-end job. You are not looking at a city that has been destroyed and is dark and gloomy. You're looking at a playground." Price calls the world of Sunset Overdrive an "awesomepocalypse."
Price is confident that when we do see gameplay for Sunset Overdrive, that the vision put forward in the E3 trailer by Murray and his co-creative director Marcus Smith (who were lead designer and creative director on Resistance 3 respectively) will correlate to how players interact with the world.
The agile movement, climbing and parkour are critical. And finding a balance between that deft traversal and combat with firearms and other tools is tricky. "It isn't an easy thing to pull off," Price said. "We're breaking away from the standard 'lock you to the ground' gameplay that we think is the norm for third-person and first-person shooters today." A crucial part of that formula is Insomniac's skill at creating fun and unique weapons.
We were told that in addition to a single-player, offline campaign, multiplayer is going to be an important piece of the experience, as is communication with the players. Part of what will facilitate the dialog with the community is a shift in Microsoft policies regarding content updates.
"On this generation, it's difficult to have a connection to players where we are getting information including likes and dislikes or actions and then respond quickly," Price said. "The hardware and the publishing policies prevent that kind of response when it comes to consoles."
Price told us that things are changing with the Xbox One for the better. "We are seeing a lot of the barriers, mechanical and in terms of policy between developers and players, are coming down," he explained. "This gives us a chance to make more regular changes and updates to the game based on what players are telling us and what we are observing them do. We'll have an opportunity to create a much more living world."
We asked if the changes to Microsoft's Xbox Live Arcade patch fees is indicative of a more fluid (and cost effective) approach to growing game content. "That is what we understand, but I can't comment on Microsoft's policies," he shared.
A key aspect of Microsoft's strategy has been "the cloud," which Titanfall's Respawn Entertainment recently demystified, explaining how it's helping the development process. Insomniac is planning on using Microsoft's data farms, too.
"Some of the hardcore data collection, correlation, and translation that we expect to do is difficult and takes a lot of horsepower, and that is one aspect of the cloud that is attractive to us," Price told us. As for whether they'll be tapping into that power for single-player, he is confident it won't happen.
"Our intent is that you will be able to play the single-player without an online connection," he explained. "The game will be updated with content we expect that all players will want. You won't be able to access that without an online connect." In other words, the way you access new single-player content now is how you'll do it when Sunset Overdrive arrives.
Price did share his thoughts on the benefit of offloaded processing. "When people say 'cloud' it's one of those broad terms that mean many things," he said. "How we use the cloud depends on the genre, depends on the audience, and it depends on the state of the hardware behind the cloud. We're learning that new opportunities and ideas are popping up every month when we discover how we can take aspects of the game offline [to the cloud]. We are going to be relying on heavy backend services to churn through the data we get from players to understand what they're telling us and what they're doing in the game."
Price sees a bright future in cloud computing and Microsoft's vision for how developers will use it. "The potential of the cloud for console developers is pretty large," he stated. "Over the next five or six years, it's one of those technologies that will change in meaning as we see more games come out and take innovative approach to the more and more offline processing that's available."
"It is proven that cloud services can improve products and services in other areas, so it's cool that games are starting to take advantage of it," Price told us, explaining that other industries have successfully integrated cloud computing to the benefit of industry and consumer alike.
"Looking at the world's approach to this now-massive amount of hardware we have that can be taken advantage of, these are things are going to change faster and faster. Not just for games, but for every industry. It's ultimately good for all of us who consume entertainment."
Best bit of that link was this comment
For the lazy not clicking the link, its not all hand jobs and party hats
Interesting, not very future proof if thats the case ey MS?
That is a massive difference in available RAM for graphic elements. Still not buying the whole "power of the cloud BS" so it'll be interesting how 1st party stuff compares in a couple of years.
Are you talking about Xbox Live parties or just in game lobby parties on PS3?I don't know about you guys, but if I'm in a party I mute everyone but my party. Unless I'm listening to Mister Carlton hang shit on someone.
According to some UK sites a headset is now included with the console. Pretty happy with that if true.
UPDATE 2: The source, who has requested to remain anonymous, has now retracted their statement to a simple "no comment". So we're none the wiser, if we're being honest. Lots of other sites have had it suggested to them that the headset rumour isn't true, however.
UPDATE 1: It has been confirmed to MCV that the listing was an error and that Microsoft has not altered its plans not to include a headset with the Xbox One.
ORIGINAL STORY: Microsoft has made another Xbox One U-turn, this time regarding the console’s headset.
Just last week it was revealed that the peripheral would not be included with the £429 console and would have to be purchased separately. At the time the platform holder pointed out that players could instead use the microphone integrated in the new Kinect to communicate with others online.
Now a GEM insert called The Future In Store sent to retail readers in this week's copy of MCV today reveals that a revised spec sheet for the machine says that a headset will in fact be included in the SKU.
Note too that Microsoft had already back-tracked on its statement that Xbox 360 headsets would not be compatible. It now says it is producing an adapter for exactly that purpose.
haha the comedy just gets better.
Are you talking about Xbox Live parties or just in game lobby parties on PS3?
Youre missing out. I get bored if im not talking smack.I don't know about you guys, but if I'm in a party I mute everyone but my party. Unless I'm listening to Mister Carlton hang shit on someone.
Ahh, was gonna say, because if you're in an Xbox Live party you don't need to mute anyone because the voices you hear in your headset are external to the game lobby (aka: your mates) so unless you have the game lobby chat coming through your TV you can't hear what anyone else says anyway.Just Lobbies on PS3
Not sure how the rep system would work for game-types like Search and Destory on COD though, where I'll mute everyone apart from my 3-4 mates in the lobby. Will the other people cop some bad rep from me and my friends all muting them at once?