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SimRefinery, a long lost training simuator from Maxis, has been recovered

In what’s being heralded as a big win by video game preservationists, a working copy of SimRefinery — a long lost title created by SimCity developer Maxis back in the ’90s — has been unearthed. 

As reported by ArsTechnica, the niche title was created by Maxis Business Solutions, an offshoot of Maxis that was more business-focused than the main studio, and was envisioned as light work-training simulator for oil refinery workers at Chevron. 

“Oil refineries are really, really complicated. That’s why Chevron wanted Maxis to make them a game like SimCity, to teach the employees at their oil refinery in Richmond, California how it all worked,” explained archivist Phil Salvador in a hugely insightful Obcuritory article, which was highlighted on Ars back in May.

“To be clear, they didn’t want a game that was supposed to accurately train people how to run an oil refinery or replace an education in chemical engineering. That would’ve been incredibly dangerous. What they wanted instead was something that showed you how the dynamics of the refinery worked, how all the different pieces invisibly fit together, like SimCity did for cities.”

More of a curiosity from a bygone era than a full-fledged game, SimRefinery was ultimately lost to the annals of time — until now. After reading that article on Ars, one reader called ‘postbebop’ commented with an image (shown below) of what appeared to be a copy of SimRefinery on a 3.5in floppy disk. 

Postbebop said they acquired the legendary game from a ‘retired chemical engineering friend,’ and in the name of preservation has now uploaded the disk’s contents to the Internet Archive

That means it’s currently possible to play a prototype version of the game on the Internet Archive in your web browser, or even download the mythical sim. Of course, being a prototype copy of the game — and one that’s being emulated using DOSBox — there are some functions that don’t work as (presumably) intended, and still plenty of unanswered questions regarding certain design choices. 

Still, it’s fascinating to be able explore and interact with a slice of video game history that many presumed had been lost for good. Thanks again to ArsTechnica and The Obscuritory for leading the charge on this one, and for Postbebop for hunting down and uploading the game itself.  

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Blog: Understanding open world level design – Part 5

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


In the first four parts of this feature dedicated to the level design of open world games I covered essential questions that a design team must ask themselves if they develop the level design of an open world game. But there is one last aspect that remains to be dealt with: Innovation.

It would be dangerous to simply duplicate the choices of successful open world games. Indeed, the danger is not to bring anything new, not to renew the player’s experience, to develop a certain weariness in the players. Players, like the media, are attracted to new ideas and creativity.

In this last part, I will quickly cover some tracks that I have identified to renew the content of open world games.

Track # 1 – Open world games on mobile

Mobile platforms are probably the next area of ​​expansion for this type of game due to their growth and the weight they occupy in our industry. But above all, these platforms make it possible to create new gameplays based on 1) geolocation and 2) the use of persistent worlds.

The main characteristic of these gaming terminals is that we have them (almost) all the time at hand, no matter where we are. This makes persistent world games more addictive because it is easy for us to react when events occur.

As for geolocation, despite some real successes like Pokemon Go or Ingress, it has not yet entered the habits of players. But it is only a matter of time because the autonomy of our smartphones is set to increase.

The geolocation of an open world game allows us to consider using the real world as a map. This will make the games more immersive. It will also bring a new dimension to exchanges between players. Advances in augmented reality should make these games more comfortable and accurate. I’m thinking in particular of the likely development of lidar technology which has just appeared on Apple iPads.

However, it will exacerbate the problems associated with multiplayer in open world games (matchmaking, players density, etc.).

The economic model of open world games will also have to adapt. The current model, freemium, will not work on mobile where the freemium model is the norm. We will have to move towards models such as restricted access (see my blog on new forms of subscription) or in-app purchases.

Track # 2 – New progression mechanisms

One of the aspects of open world games that can lead to player weariness is their progression mechanism. It is almost always the same, regardless of the theme of the game: The player develops his attributes (health, strength, etc.), his skills (discretion, precision, etc.) and his equipment. In addition, progression is almost always based on farming mechanisms that push the player to perform repetitive actions and that do not encourage level designers to be creative. These mechanisms are effective but their repetition, from one game to another, can weaken the pleasure that results from it.

However, alternative progression mechanisms are possible:

-1- Unlocking new zones.

The progression of players can be based on the discovery and the access to zones which will allow them to extend their capacities and to unlock information or alliances thanks to which they will be able to progress in the game. This approach values parkour gameplays as well as little used skills in action games like rock climbing.

2- Crafting.

This mechanism is often present in open world games but as a simple additional function compared to the main progression system. If crafting becomes the central function for the progression of the player, we make farming more interesting and above all, we offer players a freedom of choice that the traditional mechanism (attributes, skills, and equipment are defined in advance) does not allow.

-3- The player’s narration and relationship with NPCs (non-player characters).

What if players could not improve their skills but had to rely on the characters encountered during his adventure to progress in the game? This is an approach that has not been used yet. If a game is to provide a credible gaming experience, it cannot base player progress on artificially obtaining attribute points that players can allocate as they see fit. Interactions with NPCs in the game could then allow players to forge alliances, acquire key information, unlock access or valuables. This approach would enhance the gameplays which are based on the dialogues but also on the moral choices of the players during their adventure.

Track # 3 – New Themes

Another path to renew the gaming experience offered by open world games is simply to offer new themes. Here are a few:

-1- The use of confined spaces such as a ship or a space base.

What characterizes open world play is freedom of movement and action with many goals, imposed or not. A territory of several square kilometers is not compulsory. Using smaller places could be advantageous: more details, unseen contexts, and a lower budget.

-2- The exploitation of gameplays still little used in open world games: Espionage, commerce, racing, etc.

Open world games almost all offer action gameplay. It is true that the latter is popular with many players but other users appreciate the less violent alternative gameplays which are based on sport or strategy. Exploiting these gameplays can be a way to expand the audience for open world games and combat the monotony of action gameplays. Ubisoft‘s The Crew 2 follows this strategy and draws on a vast open world for its racing game.

-3- The change of dimension by replacing physical displacements by temporal displacements.

Open worlds are about offering freedom of movement and action. But this freedom could be transposed to the fourth dimension, time. In other words, rather than moving physically over a large area, players would move in time. This approach would offer a radically different playing experience but would require a very specialized narration-gameplay mix.

-4- The mix of game genres, such as tactics and fighting games.

If the mix of genres rarely goes well together, action and tactics go rather well. Some will remember the fabulous Battlezone from Activision, a game that offers a very successful mix of first-person action and tactical choices. This combination of genres is little used while it is compatible with the expectations of the majority of action games. It would thrive in an open world game, whether tactical or strategic.

-5- Unused contexts.

A good example is The black Death, a game developed and published by Syrin Studio in which I had the opportunity to collaborate as a consultant. The game takes place in the Middle Ages but during an epidemic of plague. The presence of the latter offers a vision of the Middle Ages very different from that offered to us by the majority of games taking place during this period, but also brings new features in terms of gameplay. Rarely used contexts or eras could serve as a basis for open world games: France under occupation, the discovery of the new world, etc.

Track # 4 – Using discontinuous worlds

Here is a final dimension that would renew the players’ experience: Offer players an open world made up of discontinuous zones, in other words, zones that do not touch; movement from one zone to another is then simulated.

Building an open world around a continuous map has the advantage of letting players choose their route when traveling from one point of interest to another. It’s a good thing if the trips themselves are interesting. However, this is not always the case. Too many games in the open world force players to waste long, and uninteresting, minutes to move around the map.

Building an open world game map by removing these movement phases offers several advantages:

-1- The open world can cover immense spaces that it would be impossible to model: A country, a planet, even a solar system. We can thus develop new themes and game mechanics

-2- A discontinuous open world map is more realistic because it is to scale. Some open world games compress large areas into a map that is too small. The world then loses a lot of credibility and therefore, immersion.

-3- When the design team no longer has to worry about filling the world between points of interest, they can focus on them. It can develop quality level design: interesting topologies, better-adjusted opponent AI, difficulty construction and rhythm management.

-4- Finally, a discontinuous structure makes it easy to limit movement and therefore to control the progress of players.

Conclusion

I hope you found this long reflection on the level design of open world games useful. My goal is to help you ask yourself the right questions because, once questions have been correctly formulated, it becomes easier to find the right answers.

I also want to thank all my readers that gave me their support on social networks.

You can follow my news and my latest publications on Tweeter: PASCAL_LUBAN

Pascal Luban

Creative director & game designer, freelance

24+ years of experience serving studios and publishers

www.gamedesignstudio.com

Picture credit: miroslav_1

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Crying Suns is an FTL inspired strategy game that’s out this month

After enjoying some time on Steam, Alt Shift’s tactical rogue-lite Crying Suns is making the voyage to mobile devices. You won’t be waiting long as the Crying Suns mobile release date is set for June 25, 2020. This one is a premium release, and will set you back $8.99 / €9.99 – so no in-app purchases or ads.

The FTL-inspired strategy game is launching across iOS, Android, and tablets at the same time, too, so you won’t be left waiting if you don’t have the right device. That ought to be a relief to Android users after the recent Slay the Spire iOS release date news – and by Android users, I mean me.

If you’re unfamiliar, Crying Suns is a tactical rogue-lite that puts you in the shoes of a space commander with a fleet at their disposal. The gameplay features turn-based fights between battleships and space exploration in a procedurally-generated universe. If you’d like to see more, then you can check out the trailer below to see some gameplay alongside a Hyper Light Drifter-like art style.

Story details are light, but you’re out to discover details about a fallen empire. The tale stretches over six chapters, and there are more than 300 possible story events. Crying Suns takes thematic inspiration from Foundation, Dune, and Battlestar Galactica, too, if that’s your kind of thing.

[embedded content]

If you’d like to read some more thoughts, then our sister site Strategy Gamer wrote a Crying Suns review when it came out on Steam. If you’d like more mobile games like Crying Suns to keep you thinking while you wait for the launch date, then check out our best mobile strategy games guide. I’d personally recommend Bad North – come for the lovely art style, stay for a viking free-for-all.

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Dota 2 Update – June 5th, 2020

In this update we are rolling back two features to be like they were last year: Weekly Wagering & Recycling/Sideshop.

The amount of weekly battle points available from wagering is now the same as last year.

Sithil and Quirt’s reimagined Sideshop has been shut down. Immortals can now be recycled using the same system as last year. For players that have already recycled immortals, the system will automatically back fill your progress on this replaced system and grant you additional immortal treasures as appropriate. Any rewards previously earned through the Sideshop will remain in player inventories, and if you still have gold and wish to continue rolling in the Sideshop, you can use the dota_show_sideshop command.

As part of this update we are also removing ticketing requirements for the Gauntlet.

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Get a job: Join Fred Rogers Productions as a Digital Producer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Pittsburgh, Pennsylvania

Fred Rogers Productions is looking for a Digital Producer to lead digital content development for a new animated series about a young Latina girl growing up in the Bronx. This producer will also work on Odd Squad, the award-winning PBS series. Under the direction of the Chief Creative Officer, the Digital Producer will produce interactive content for children across multiple digital platforms, including web sites, online games and apps for both shows. The Digital Producer will also manage strategic planning of interactive projects and participate in the development of new content ideas. 

Candidates for this position must have a strong background in digital production and a passion for creating world class interactive content for kids.  Strong editorial and production skills are required. Must have experience creating content or working with external content creators and possess excellent organizational, written and verbal communication skills. As the show’s website will be available in Spanish as well as English, a working knowledge of Spanish is a plus.

The position is based in Pittsburgh and may require periodic travel. 

Additional responsibilities include, but are not limited to:

  • Participate in – or lead – playtesting of games, apps, etc.
  • Create and maintain calendar of content launches and other key dates
  • Generate and analyze Google Analytics reports and other metrics
  • Inform FRP colleagues of content launches
  • Contribute to or write digital plans for FRP projects in development
  • Represent FRP at industry events and conferences, as a participant, panelist or speaker
  • Seek out new platforms and opportunities
  • As needed, brainstorm with Marketing team around social media promotions
  • Identify external content creators – programmers, designers, etc. – to participate in interactive content development
  • Advise on trends in digital culture, especially relating to children and families
  • As needed, work with CCO to respond to RFPs for digital content
  • As needed, work with CCO to develop original digital-first content

Relocation assistance will be available. No telephone calls, please. 

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Learn how Mortal Kombat 11 uses leitmotiv to define characters at GDC Summer

A roster of compelling characters is a key component of fighting game design, and at GDC Summer this August you’ll have a rare chance to hear how the fighters in NetherRealm’s award-winning Mortal Kombat 11 were supported and defined by canny use of leitmotiv. 

Leitmotiv is a form of melody that eschews complex, lyrical phrases in favor of simple motivic statements and unique, identifiable signature sounds, and in a GDC Summer Audio track talk on “A Bloody Symphony of Characters: Music and Leitmotiv in ‘Mortal Kombat 11‘” veteran composer Wilbert Roget will walk you through the process of writing and developing these unique character themes.

Roget is an award-winning composer, and those who attend his virtual talk can expect to walk away with tips and advice on effectively using leitmotivs in your own work. You’ll also get a clear breakdown of the differences between leitmotivic and thematic melody, and learn the contextual advantages of diverse leitmotivs and signature sounds over thematic orchestral melodies when scoring for cinematic games. 

It promises to be a rare look at a unique and intriguing aspect of character design for games, so don’t miss out — register now for GDC Summer!

For more details on GDC Summer, scheduled to take place virtually August 4th through the 6th, visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa Tech

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EA Access inches closer to Steam launch as more EA games go up for sale

A handful of new Electronic Arts-published games have shown up on Steam alongside a reminder that EA Access is soon to arrive on the Valve-owned storefront.

EA hasn’t officially shared a launch date for Steam’s EA Access, though a blog post from the company quietly notes that the service is now expected to launch later this summer rather than in spring 2020 as originally planned.
 
It’s a bit of an odd partnership all in all, especially given EA’s games have mostly lived in its own PC game storefront Origin. Though the team-up was unveiled back in October 2019, the pitch is that EA will launch a version of its monthly subscription service through Valve’s storefront, similar to how it already has on Xbox One and PlayStation 4 or on Origin as Origin Access.

EA and Origin Access serve as a $4.99 monthly membership that grants subscribers access to a sizable library of EA-published and developed games, regular discounts on full-game purchases, and early access to new releases. 

So far each membership is platform specific; an Xbox One subscription won’t grant any perks on the PlayStation version of EA Access and the PC Origin Access, or vice versa. It hasn’t been explicitly said how the service will work on Steam, or if those same storefront-specific restrictions will apply to Steam’s EA Access however.
 
On top of that, the dozen or so EA-published games added to Steam today all include an image lightly advertising EA Access’ offerings and saying the service is “coming soon to Steam.” Currently, it looks like the plan is to announce more details through an EA Play Live webcast on June 11.

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ShaderMap 4 Hands-On

ShaderMap 4 is a Windows based commercial application for rapidly creating texture maps. You can start from a single diffuse map and rapidly generate normal, height, ambient occlusion and other maps. You can also generate maps from a 3D object, using a very quick and easy workflow.

Key Shadermap 4 features include:

  • Fast Map Generation

Select a mode and source type then load the source file – ShaderMap will create a project generating maps from the source. It’s that easy.

  • Bake Maps from 3D

Load a 3d model into the project grid and render normal maps, AO, curve, color ID, and depth from the model geometry.

  • Speed and Memory

Maps are rendered using 32 bit floating point pixels and stored in 16 bit memory to ensure both speed and efficient memory usage.

  • Editor Exchange

Export any map to your favorite image editor at any time. Once done, save the map and the it will be brought back into ShaderMap.

  • Scripting with LUA

Export LUA scripts for any project. Control batch scripting of multiple source files, map rendering, setup lighting and more with the LUA API.

  • Map Filters

Use the Filter Tab to add additional filters to any Map. Auto Edge, Brightness, Contrast, Blur, High Pass, Shadow, Highlight and more.

  • Normal Map Editor

Paint normal and displacement to the SM4 layer system. Transform, scale, paint, and use tools to modify normal vectors.

  • PBR Materials

Generate Roughness and Metalness maps. The Start screen PBR Mode automatically packs maps into RMA and RMAD formats.

ShaderMap has a free version available with a Pro version available to buy for $49 USD. You can check Shadermap out in action in the video below.

GameDev News


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Blender 2.83 LTS Released

Blender 2.83 is now available now in LTS or Long Term Support version.  Described a few months back, the long term support version of Blender is meant to remain stable but well supported for two years:

The first proposal is to do one Long Term Support (LTS) release every year. This release would be supported for two years with important bug fixes and updates for new hardware, while strictly maintaining compatibility.

A good reason to do an LTS now is the focus on fixes and patches of the past months. The next release (2.83) although big, will be relatively less experimental, thus a good candidate to keep supporting for a while.

LTS versions also will help to ensure that a project that started with an LTS version can be completed with the same version in a reasonable amount of time. Nice for studios with large projects, but also for add-on maintenance.

So if you are on the verge of starting a long term game or movie project, Blender 2.83 LTS may be the ideal version for you.

Of course long term support isn’t the only new feature in Blender 2.83, with highlight features including:

  • New Cloth simulation sculpting brush, as well as other sculpting improvements
  • NVIDIA Optix denoiser now works in the viewport as well as renders
  • A completely rewritten faster and more powerful Grease Pencil
  • Import and render OpenVDB files
  • Initial VR Support, specifically the ability to navigate around your scene in VR
  • New face set system enabling new visibility options
  • EEVEE improvements
  • Updated shader nodes
  • Performance improvements across the entire application
  • Updates to several modifiers
  • Video sequencer improvements
  • Much, much more

You can learn more about Blender 2.83 in the release notes here or by watching the video below.

Art GameDev News


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Take-Two tried to poach entire Kerbal 2 dev team as it cancelled deal with their studio

“I was at a small studio, where the work I did had a massive impact on our success. When I see myself at any large corporation, that is fundamentally not true.”

– Patrick Meade, one Star Theory dev approached by Take-Two, explains why he declined to take the offer.

A recent Bloomberg story takes aim at Take-Two Interactive, calling out the fact that the company canceled a contract for Kerbal Space Program 2 with the new defunct studio Star Theory mid-development while simultaneously offering jobs at Take-Two to the game’s entire dev team.

Before the studio knew the deal was off, Take-Two started reaching out via its publishing arm Private Division to developers actively working on Kerbal Space Program 2 at Star Theory, informing them that the game’s development would be moved to a team within Take-Two and asking if they’d like to apply for that team.

It’s something Private Division fully admits to, saying in a statement to Bloomberg that it reached out to every member of the team, and more than half eventually accepted.

“In doing so, we are empowering our deeply passionate and talented team to focus on quality, and we are thrilled with the progress that they are making on the game,” reads that statement. Star Theory has since shut down, and its former staff tells Bloomberg that the situation forced them to choose between their own livelihoods and the studio.

Bloomberg notes that, up until that moment, the team at Star Theory believed development was progressing smoothly, and that nothing was in jeopardy. Shortly after Private Division sent out those messages to individual devs, studio leadership informed the team that they had been in the process of clarifying previously unclear royalty terms with Take-Two.

Kerbal Space Program 2, a property to which Take-Two has the rights, is now in development at the Take-Two owned Intercept Games where half of the game’s Star Theory team now works. Star Theory itself, thanks to a combination of suddenly losing its only active project and pandemic-driven complications, shut down in March. Find the full story on Bloomberg.