Posted on Leave a comment

Paradox Interactive has acquired Prison Architect in all its forms

By Joe Robinson 08 Jan 2019

Paradox Interactive isn’t exactly a ‘house name’ when it comes to mobile gaming, they’ve dabbled, sure, but they’re mainly known in the PC strategy space. If you’re a mobile gamer and only a mobile gamer, you may recognise them as the publisher of the iOS and Android versions of Prison Architect.

A management/sim game where you can create and run prisons, Prison Architect was released on PC in 2015, and that was AFTER a stint in early access. Another studio (Double Eleven) was brought on board to bring the game to console mid-2016, and then Paradox Interactive and a third developer, Tag Games, finally brought Prison Architect to mobile in May 2017.

[youtube https://www.youtube.com/watch?v=o8c20XZq5TI?controls=0]

We quite liked it – it was a bit fiddly In terms of interface, and the free-to-try was trying to skirt that awkward line between premium and free-to-play, but it was a decent enough PC-to-mobile experience which fleshed out a rather under-served genre.

Well, it’s possible we’re going to be seeing a lot more Prison Architect and other such games, now that Paradox Interactive has purchased the rights to the IP from Introversion. This includes the IP, and the rights to publish and develop the game across ALL platforms. So instead of just publishing the mobile ports, Paradox will be in charge of the PC and Console releases as well.

It makes sense, given Paradox’s work with other management games like Surviving Mars and Cities: Skylines, but it remains to be seen what this mean’s for the company’s future on mobile. It’s not their expertise after all, but I hope whatever they do for the IP next they remember to send it our way as well.

Posted on Leave a comment

PlayStation 4 sales have exceeded 91.6 million units worldwide

The PlayStation 4 has sold through over 91.6 million units worldwide, according to the latest figures from Sony. 

The Japanese company broke the news in a press release, where it revealed the console sold through over 5.6 million units during the 2018 holiday season, helping push it past the 90 million mark.

More than 50.7 million PS4 games were sold around the world during the holidays, taking lifetime physical and digital PS4 software sales to 876 million units. 

Sony Interactive Entertainment president and CEO John Kodera also talked up the performance of the PlayStation Network, and said the online service now boasts over 90 million monthly active users. 

You can see how the PlayStation 4 has performed since launching back in 2013 by checking out the graph below.

Posted on Leave a comment

GitHub Free Tier Now Includes Unlimited Private Repositories

Back in June of 2018, Microsoft acquired GitHub for an eye watering 7.5 Billion dollars.  This transaction took several months to make it through regulatory approval, with Microsoft finally taking control near the end of 2018.  Yesterday, we saw the first official impact of the ownership change and for end users, it’s a pretty good change.  The free tier of GitHub now offers unlimited private code repos!  This was arguably the biggest reason for many small developers to actually pay for a premium account, so for these developers, they can downgrade to free and save their money.  Now the major limitation between Free and Pro accounts is the number of collaborators in a private repo, with the free tier have a limit of 3, while the pro tier has no such limit.

Details of the new changes from the Github blog:

  • GitHub Free now includes unlimited private repositories. For the first time, developers can use GitHub for their private projects with up to three collaborators per repository for free. Many developers want to use private repos to apply for a job, work on a side project, or try something out in private before releasing it publicly. Starting today, those scenarios, and many more, are possible on GitHub at no cost. Public repositories are still free (of course—no changes there) and include unlimited collaborators.

  • GitHub Enterprise is the new unified product for Enterprise Cloud (formerly GitHub Business Cloud) and Enterprise Server (formerly GitHub Enterprise). Organizations that want the flexibility to use GitHub in a cloud or self-hosted configuration can now access both at one per-seat price. And with GitHub Connect, these products can be securely linked, providing a hybrid option so developers can work seamlessly across both environments.

Pricing for individuals now breaks down as follows:

image

Not a bad first move…

[youtube https://www.youtube.com/watch?v=C7n1QC0w2Zk&w=1280&h=720]

GameDev News


Posted on Leave a comment

Cosmic Top Secret, and a path to autobiographical game design

Cosmic Top Secret is an unusual game, about as close to non-fiction as video games get. Games like the Cold War board game Twilight Struggle may seek to simulate historical events, but Cosmic Top Secret, in an abstract and whimsical way, is autobiographical.

Produced by Copenhagen-based film and game studio Klassefilm, Cosmic Top Secret recounts the experience of game director Trine Laier as she discovers her parents’ role in the national security of her country of Denmark.

Laier’s background in game development goes back to the 1990s as an animator, and in 1998 she established her own company, Those Eyes, co-producer of Cosmic Top Secret. Here’s Laier in her own words on the topics of storytelling in games, personal journeys, and game design.

Cosmic Top Secret is produced by Klassefilm and co-produced by Those Eyes, hence it’s probably more like a joint venture taking advantage of our different backgrounds and mutual interest in telling ”real” stories, if possible as video games. We met at the conference Nordic Game seven years ago, when we were both scouting for business partners and possibilities in the cross-media area.

Games are by many still considered to be a waste of time, and that’s what we’re humbly aiming to change with Cosmic Top Secret. By working with serious matters that are usually dealt with in film, literature, art, graphic novels, etc. At the same time we totally honor games as a suitable form, if not better than any other media to tell this particular, for us important, story about being estranged from one’s origin. 

It is about both, in terms of the history of the Cold War and my parents’ role in that, what we call ”The Big Circle,” and ”The Little Circle,” about my personal relationship with my parents. You may ask, ”Why does it need to be personal?” It’s because we believe it’s through honest and detailed descriptions of other people’s lives that we reflect on and evaluate our own life. We believe those kind of themes can be dealt with both via mechanics, involving your body more directly than a film can, and via regular story elements.

For us [a personal experience] was quite suitable as the backdrop for an investigative game, where you have to explore and put bits and pieces together to form a bigger picture; where you the player, to a certain extent, can design your experience, like how much do you want to go in depth into specific areas and missions. 

About 50 percent of the game’s content is in optional missions. If you, for instance, take a special interest in early computer technology, you can freely choose to pick up all the ferrite cores for the ”Bits” dossier that are used as ”guiding coins” during the game, and if you find them all, you’ll get a video about cryptographs etc. 

If you’re more up for crazy (but true!) anecdotes, you can choose to complete the ”Khrushchev’s Poop” dossier and get the story about the Soviet leader’s visit in Copenhagen in 1964, where Danish Intelligence installed extra pipes in his hotel room to take out a stool sample because of rumors said he was seriously ill. He was not. 

Should you care more about how it was like to be platoon leader for the Danish queen in the Women’s Auxiliary Force, and be headhunted to the flight division O3 at Intelligence as my mother did, you can choose to follow that branch.

So many game premises are alike, and we believe there’s a vast potential for developing new interesting games with unseen, unheard of premises without compromising quality of gameplay. They may even add new angles to the development of gameplay.

We stuck to the initial idea of the game all the way through: You, the player, controls me trying to reveal what my dad worked on for real at Intelligence during the Cold War. It should consist of real people and real material and real feelings. And it should, as much as possible, integrate the story in the mechanics, and vice versa.

Actually, we aimed for developing the game’s mechanics and the story simultaneously, not favoring one from the other. That may just be an idée fixe, but it has encouraged us to keep prototyping on the mechanics, without exactly knowing what would happen in the story.

This was a method that was met with a lot of skepticism from the outside: “First you have to write the story and then you can do the game.” Instead we tried to form a structure of the possible story elements: we had game jams where we played around with those elements, and chose the ideas that seemed to correlate the best with the theme. For instance, we discovered there was a good connection between the story aspect, where you have to follow dad, and the mechanics that suited that aspect of motion. I would then follow my dad in reality with some sort of recording equipment, and be especially focused on capturing him while in motion.

In that way, we went back and forth with story and mechanics, and the ideas of fragile paper characters in a just as fragile paperworld (tip: throwing a hand grenade on the right spots can open secret passages) emerged, and we prototyped the best ideas. [Ideas were] pretty much based on the ‘natural’ abilities of paper: paper can crumble, fall apart, shred, glide as paper planes, etc. Then we mocked up the levels very roughly. Early in development we decided on a six-level structure, and to have each level represented by one side of a cube and each side divided in nine fields, meaning you need to collect nine objects for each level and 54 objects to complete the game.

It was, in my opinion, a good plan to decide on this structure early, and then keep an open mind to other aspects of the game during the further development. It’s never too late to add crazy ideas, but it’s impossible to change the game fundamentally.

When I followed my dad during recording and he accidentally fell and hurt himself while throwing a hand grenade, it became the turning point in level 1, because I realized there was something important for me, connected to the memory of a physically strong and active dad always protecting me, and the scary fact that he was getting old and fragile, and somehow it corresponded with the history of the little kingdom of Denmark and its role in the Cold War. 

The term ”need to know,” used in Intelligence, means you’re only allowed access to information you’ll need for your specific mission, nothing more. It became the emotional mission, so to say, to get to know dad as a human being and not only a dad or somebody who worked for Intelligence. We have worked with it as what you would call a C-plot in a film. The B-plot is about the relation between father and daughter. Whereas the A-plot is the main plot: What did they work on? Was dad a spy?

Around the same time I called Danish Intelligence and asked for permission to investigate my parents dossiers, which became the turning point in level 2. They were very kind and helpful and actually invited my parents (not me) for a ”declassification” meeting where they were briefed about what and what not they could talk with me about. But I’ve also talked with less helpful former employees at Intelligence who advised me not to proceed. 

So I’d say, under the googly eyes and the relaxed everyday chitchatting lies a more uncertain no man’s land kind of atmosphere, where you never really know when to stumble over invisible threads connected to automatically firing machine guns. It might be an imagined thread or unexplained subconscious fear of doing something wrong both in term of family traumas and national security, but I think that might be the root of the tension one may feel dripping from the trailer.

The eyes came on a little later in the process. Actually me and [producer] Lise Saxtrup where at a talk at Nordic Game and I was working on the model sheet for the characters on my laptop, when I maybe, just for fun, added those googly eyes to the dad model. It was hilarious, and when I showed it to Lise next to me, we were dying of laughter and ruining the talk we were supposed to be attending.

But actually [the eyes] solved a problem with communicating feelings. In the previous design it was only the mouth that could animate and that is not enough–the big white round eyes show clearly the different moods of the characters and they can easily be reused between characters, also making it possible to work cost-effectively with a cast of more than 30 personalities.

A piece of advice [for establishing your own style] would be to do silly stuff and believe in it: to encourage the team to not be afraid of trying something outrageous. I read a long ago that Walt Disney always asked his visual artists and animators for something more wild. “Yes, that’s great, but try to exaggerate it even more!”

Another bit of advice could be to combine, to crossbreed different genres, like what would happen if you mixed Warhammer with chick lit, etc. In our case it’s probably ’60s cool spy style The Spy Who Came in from the Cold mixed with a more humorous Fritz the Cat kind of style. I think we should initiate more visual jams – we operate a lot with game jams but actually the visual style is not up for jamming in the same way. I’m sure that there would come up some interesting styles, if we tried to do that more. 

The music is made by electronic composer and performer Bjørn Svin and the sound is designed by Anne Gry Friis Kristensen. Bjørn Svin composed some of the music as live sessions while we played early versions of the game.

For instance the track ‘Underverdenen’ (Underworld) was composed like that, while playing a level that took place under the paper tapes, so to say. If you fell down the holes of the paper tapes you would land in an abstract black world together with all the mistakes and bugs. That level later became the fourth level in the game and instead of having a dark underlying level under each level in the game, we introduced the sudden nightfall in each level and the dual idea of objects being easier to find in the dark, but at the same time it’s easier to get lost in the dark.

Anyways, Bjørn was part of the development from the very beginning and we talked a lot about the feelings operating in the game, especially those more subtle ones about feeling insecure and feeling like doing something you’re not allowed to do or not supposed to do.

Well, I think there’s a lot of tendencies here, one being the general opinion in the game business that we need to categorize games and be clear on the target group, style, genre etc. before anything else. It makes sense, but it also cuts down on the possible variations you could come up with before you reach decision makers who would actually be able to acknowledge the quality of your original game.

And yes, games are still perceived as childish, but you would also need to be pretty involved in following the indie game scene or triple-A [in order to find games that] actually try to do work with more subtle storytelling and mechanics; to know that there’s much more to be found in games than just having casual fun.

With Cosmic Top Secret, for instance, we’re dealing with quite heavy matters, but dealing with them in a humorous way and using a child character as the helper throughout the game. Together with the googly eyes it lead some people to think that this is only for kids, but on the contrary, it’s a game for the mature gamer on the lookout for something that actually reflects their life and feelings–a meaningful experience, we call it. Whereas you can find lots of games with huge amounts of storytelling, most of it is so very conventional and seldom surprising.

Grab whatever tools you have at your disposal and get something started: Write, draw, talk to a friend or record your thoughts, build paper or digital prototypes, test it out as early as possible. Ask yourself and your team, is there a theme? Is there a situation from your life that fills you with joy or haunts you and what is it about? Can it be formulated as a statement, a premise? Can it be played out as a game? Can you come up with mechanics that resonates with your statement? Or if you started with the mechanics, what kind of statement would suit? Can you exaggerate it more, make it wilder? Voila! There’s your concept. 🙂

Posted on Leave a comment

New handcrafted Yoshi and Kirby games launching in March

New handcrafted Yoshi and Kirby games launching in March

If you’re a fan of Yoshi and Kirby you are going to love the month of March. That’s because two big Nintendo adventures are launching that month – each featuring a beautiful handcrafted style, platforming gameplay for players of all ages and beloved Nintendo characters.

Yoshi’s Crafted World, a new adventure and the first game starring Yoshi for Nintendo Switch, launches exclusively for the system on March 29.

In the game, you play as an adorable Yoshi exploring a big world crafted from household items like boxes and paper cups, journeying through each themed stage to solve puzzles and find hidden treasures. On the flip side, stages can be played backward, providing new perspectives to explore and the challenge to find Poochy-Pups that are hiding around the course. You can even join up with a friend to play through the game in two-player co-op. For more information about the Yoshi’s Crafted World game for the Nintendo Switch system, visit https://www.nintendo.com/games/detail/yoshis-crafted-world-switch.

Kirby’s Extra Epic Yarn launches for the Nintendo 3DS family of systems on March 8.

In this enhanced version of the acclaimed Kirby’s Epic Yarn game that originally launched for the Wii system, Kirby is transported into a world made of cloth and yarn to unravel enemies, unzip secret passageways and transform into powerful vehicles. Every stage in the original Wii version is stitched in, but this Nintendo 3DS version has some new features, like Ravel Abilities that power up Kirby in fun ways, new mini-games featuring familiar faces King Dedede and Meta Knight, new furniture to personalize and decorate Kirby’s Pad, and a new Devilish mode that adds an extra layer of challenge to each stage.

Some of the Ravel Abilities include a giant yarn ball used to attack enemies, a wire sword that can slice through anything and the Nylon ability, which can generate wind for jumping higher and collecting beads.

The creative, colorful and visually stunning game also features new amiibo functionality* for compatible Kirby series amiibo figures that gives Kirby hats and abilities based on the figure used. For more information about the Kirby’s Extra Epic Yarn game, visit https://www.nintendo.com/games/detail/kirbys-extra-epic-yarn-3ds.

*amiibo sold separately. Visit amiibo.com for details about amiibo functionality.

Posted on Leave a comment

Two classic adventures arrive on NES – Nintendo Switch Online on Jan. 16

Two classic adventures arrive on NES – Nintendo Switch Online on Jan. 16

Since its launch last September, the Nintendo Entertainment System – Nintendo Switch Online library of classic games has continued to grow. These classic NES™ games, which range from household names like Super Mario Bros. 3 to hidden gems like Pro Wrestling, have been enhanced with online features and, with the Nintendo Switch™ system, can be played at home on the TV or on the go.

On Jan. 16, two additional classic NES games will be added to the library of NES – Nintendo Switch Online games: Blaster Master and Zelda II: The Adventure of Link™.

  • Blaster Master – It’s panic or perish as you blast through an endless maze of tunnels, seeking secret passages for an escape. Destroy the Plutonium Boss and his mutant cronies before these warlords destroy the earth. Load up your arsenal, and get ready for the final encounter!
  • Zelda II: The Adventure of Link – Link™ returns to Hyrule to search for the Triforce™ and to awaken Zelda™ from an endless sleep. Embark on a quest to find the Triforce of Courage and save Hyrule from ruin. Learn magic spells, talk to people in towns to get clues, collect items to increase your power and explore six palaces where the underlings of the evil Ganon await you.

With a membership to Nintendo Switch Online, these games (as well as the dozens of other NES games currently included in the NES – Nintendo Switch Online library) can be played at any time*.

In addition to classic NES games, Nintendo Switch Online members gain access to online play and Save Data Cloud backup in compatible games, plus a smartphone app that enhances features of supported games. To make playing NES games feel more authentic, Nintendo Switch Online members with a paid membership can purchase Nintendo Entertainment System controllers** that are compatible with Nintendo Switch by visiting https://nesc.nintendo.com/nintendo-entertainment-system-controllers.

For more information about Nintendo Switch Online, to view membership options and to learn about a free seven-day trial for new users, visit https://www.nintendo.com/switch/online-service/.

Persistent Internet and compatible smartphone required to use app. Data charges may apply. Nintendo Account age 13+ required. Online play, Save Data Cloud backup and Nintendo Switch Online smartphone app features available in compatible games. Not available in all countries. The Nintendo Account User Agreement, including the Purchase and Subscription terms, apply. https://www.nintendo.com/switch/online-service/

* See https://www.nintendo.com/switch/online-service/faq/ for more info.

** Limit one purchase per Nintendo Account with paid Nintendo Switch Online individual or family membership. Offer not available for trial membership. These controllers are optional and not required to play the Nintendo Entertainment System – Nintendo Switch Online collection of games.

Posted on Leave a comment

Alien: Blackout brings the survival/horror staple to mobile

By Joe Robinson 07 Jan 2019

After the critical acclaim of Alien: Isolation on PC/console,  I imagine there’s plenty of mobile gamers who’d want a decent Alien-esque experience on mobile on their smartphones or tablets. The real question is whether or not the recently announced Alien: Blackout is the droid you were looking for.

This game was teased last week after a trademark filing was spotted last year. Many people thought it might be a full-on Alien: Isolation sequel. I imagine those people are a bit disappointed.

Still, on paper Blackout doesn’t seem that bad so far. It’s billed as being a ‘survival/horror’ game, where you play as Amanda Ripley as she attempts to guide the crew of damaged space station to safety, out of the way of a rampant xenomorph.

[youtube https://www.youtube.com/watch?v=JXgAMbyZZS8?controls=0]

The choices you make in the game, whether to sacrifice certain crew-members or try to use the station’s damaged systems, will affect the outcome. Pocket Gamer even thinks it’ll be a premium game, given that the action is spread across seven distinct levels. It’s not your typical freemium structure, at any rate, but we’ll have to wait and see.

Blackout is being developed by FoxNext Games, D3 Go! Whose previous claims to fame is some licensed Puzzle Quest titles. Rival Games, from Finland, are also helping out, and you may know them from Thief of Thieves.

No word on a release date as of yet, but we know it’s coming to iTunes, Google Play and the Amazon App Store.

Posted on Leave a comment

The Best Upcoming iOS & Android Games 2019

The mobile gamer can look back at 2018 with an affectionate and misty eye, secure in the knowledge that gaming on mobile devices gets more diverse, sophisticated and polished with each year. In this respect, 2019 also is shaping up to be a banner year on this front.

Roughly speaking, the most exciting upcoming games can be split into three groups: the name-brand megahits-in-waiting, boardgame adaptations, and indie projects. Read on to see what the who’s who of mobile gaming are cooking up for this year’s treats.

Evolution (Board Game)

Evolution digital release

This was on the ‘MIA’ until recently, when North Star Digital announced that it would finally be releasing on February 12th. This is a digital adaptation of the popular boardgame of the same name, where you play as emergent species attempting to survive and adapt. You must use cards and combine traits to make sure your species gets the food it needs to live. This is a game of up to four players, and will feature a solo campaign vs. AI, as well as cross-platform online multiplayer.

Mario Kart Tour (Racing)

mkt

It’s been practically a year since this title was first announced and outlined with few concrete details added between now and then. Nintendo’s mobile offerings have run the gamut, from the premium Mario Run, the Miitomo social & style app everyone tried and forgot about, to the successful and generally great Fire Emblem: Warriors. Mario Kart is a treasured and classic franchise, even amongst Nintendo offerings, so that reputation guarantees some level of careful handling. It remains an open question whether the game will be a premium or freemium model, but the launch date is still projected to be March.

Diablo Immortal (Action RPG)

diablo

Diablo Immortal will draw some side-eye and mockery, having been already made notorious because of its horribly mistimed announcement. (Yes, we have phones, but read the room, Activision-Blizzard). Even more puzzlingly, the game is being created in partnership with NetEase, a Chinese developer whose resume already includes ‘Eternal Realm’ (无尽神域) itself essentially a Diablo clone. Weird stuff: the official license merging with a pretender to the throne to make a hybrid project together. Concerns about endless grind or re-skinning of Eternal Realm are well-founded, but while most of us will be as judge-y as possible we’ll also probably still give the final product a try. Good action RPGs live or die by loot, character progression and above all, delicate-yet-accurate controls, so it will be interesting to see if Diablo Immortal will be a good game as well as the inevitable cash cow.

Artifact (CCG)

artifact

Two juggernauts of early-aughts gaming, Valve and Richard Garfield, collaborated to create Artifact, a lane-based card game with its theme and heroes lifted from DOTA 2. Launching on desktops this November, the game has been universally praised for its gameplay and just as roundly (and soundly, I might add) panned for its multi-layered pay scheme, which presents significant barriers to entry and requires quite the investment. The game is a purchase upfront, with tournament tickets and the chance to earn cards in-game through other methods both requiring further shills at some point. Yes, there is an individual card market which allows powerful and rapid deckbuilding, but at what cost? Amazing game with an incredibly rocky launch, but its trade winds are already shifting. The game is excellent and its market & monetization can only improve. Watch this space.

Five Tribes (Boardgame)

fivetribes

Five Tribes, oldie but goodie, will make its digital debut this year. Days of Wonder has been updating and digitising its catalogue at a steady pace and with fantastic results. Five Tribes central mechanic is just like mancala. Pick a space and drop the meeples one by one along the path. Dead simple, but if you think it makes the game easy, you’d be dead wrong. The Five Tribes each possess unique scoring criteria and effects, and the turn-order bid means timing depends on correctly valuing the current layout. Many simple bits add up to make a nigh-perfect game.

Scythe: Digital Edition (Boardgame)

Scythe2

In another history, the Great War also ruined Europe and annihilated a generation, but its nations and technologies faced the blight and devastation quite differently. With large mechs, steampunk agricultural combines and faux-Eurasian player nations, Scythe gives each player a unique entity to steer to victory. Engine building games are always efficiency races, conversion puzzles, but Scythe’s unique setting, eye-catching miniatures and indirect player confrontation quickly made a it a fan favorite amongst the gaming community. Its rollout on Steam has been smooth experience, with decent AI and a robust tutorial. The assets and UI will translate well to mobile and what used to cost near three figures will be available to most anyone for a fraction of the price.

Terraforming Mars (Boardgame)

terraformingmars

Terraforming Mars sounds like a noble goal for all of humanity. In reality, the game is a push-and-pull competition for corporations to garner by prestige by…terraforming Mars. Three categories: oxygen, temperature and ocean coverage dictate the endgame, but to get there, players will reshape the red planet into a bright blue hope. It’s a Euro though-and-though: precisely balanced, intricately co-dependent and inevitably point-based. But the close match between theme and mechanic makes this game deeply satisfying and intuitive to learn and explain, and the action selection mechanic is uniquely innovative and inspired. Just when I think boardgame design is tapped out, something truly exceptional rises to the top.

Mew-Genics (Sim)

This one has been incubating forever but should be worth it when it finally gets here. Ed McMillen (of Binding of Isaac fame) has been teasing this cat-breeding simulator for ages. The game has been described as a mix of Tamagotchi, Pokemon and the Sims, with its signature art style courtesy of McMillen. All bets for a playful wild game about the weirdness, sweetness, malice and all-around havoc of cat-raising seem to be right on the money. The ideas are there, the premise is promising, the only question remaining is when it will get here.

Overland (Finji) (TBS/Survival) 

Overland is tactical turn-based survival meets cross-country road trip (from hell). Each waypoint is a battle, a flashpoint conflict over some minor life-extending objective. Its overland map and procedural generation seem reminiscent of FTL (or its follow-up Into the Beach) but the setting here is familiar people struggling with post-apocalyptic daily hardship. Water, medicine, gas, weapons: the items are banal but vital. The game uses minimalism and scarcity to great effect, sketching characters and strategic scenarios alike with the barest elements.

Impossible Bottles (Rhythm/Action)

impossible bottles

Various robots move about in their bottles and raging about like a bull in a china shop. Each level presents one of these Impossible Bottles for the player to fix by manipulating the environment and repairing the situation, or at the very least soothing its sole occupant. A scientist built these robots as part of a perpetual motion machine for unlimited energy, but they don’t quite work as is. The secret to fixing everything is music, or in gameplay terms: rhythm. One-touch gameplay and lush, fantastic art, with a slated mid-year release.

Nowhere Prophet (Card Game)

nowhere prophet2

Nowhere Prophet: this one is a doozy and a little secretive. The dark horse of this race, if you will. In the game, post-apocalyptic leaders trek across a scabrous landscape to gather supporters and supplies, occasionally clashing with foes or environmental dangers. This card game has grid-based combat as well procedurally generated encounters. It’s a card-battler roguelike, essentially, with a unique setting and what seems to be a robust battle system.

Heaven’s Vault (Interactive Fiction)

heavens vault2

Inkle (of 80 Days interactive fiction fame) has been teasing their mechanically ambitious Heaven’s Vault for some time now. An archaeologist-slash-xenolinguist explores the dusty remains of an alien civilization on an unknown planet, with a vivid backdrop of sienna sand and celestial blue. There’s some pretty nifty procedural tricks behind the code-breaking and translation, and while its approach to storytelling is a little less handcrafted, it has the potential to have even more surprises and replayability than the globe-trotting 80 Days.

Other Missing Games From 2018

As a reminder, here is a quick list of some other games we were expecting last year, but never turned up:

  • Void Tyrant (card game/RPG)
  • Bad North (RTS)
  • Exodus: Proxima Centauri (Boardgame)
  • Dungeon Warfare 2 (Tower Defence)
  • Epic Card Game (Card Game)
  • Lord of the Rings Living Card Game (Card Game)
  • Monster Slayers (Card Game) 
  • EVE: War of Ascension (MMO)

Seen any other games coming out this year you’re excited about? Let us know in the comments.

Posted on Leave a comment

Nintendo could move away from home consoles, says company president

Nintendo president Shuntaro Furukawa has suggested the company might one day move away from home console development as technology changes. 

In a recent interview with Nikkei (translated by Nintendo Everything), the recently appointed president — who replaced Tatsumi Kimishima back in June 2018 — stressed that “flexibility is just as important as ingenuity” in the business world, and that Nintendo must be able to adapt as the games industry evolves. 

Speaking more broadly, he explained the company will always strive to offer people around the world “innovative and unique ways to play games,” but that might not always mean building hardware like the Nintendo Switch and Wii. 

“We aren’t really fixated on our consoles. At the moment we’re offering the uniquely developed Nintendo Switch and its software — and that’s what we’re basing how we deliver the ‘Nintendo experience’ on. That being said, technology changes. We’ll continue to think flexibly about how to deliver that experience as time goes on,” commented Furukawa.

“It has been over 30 years since we started developing consoles. Nintendo’s history goes back even further than that, and through all the struggles that they faced the only thing that they thought about was what to make next. In the long-term, perhaps our focus as a business could shift away from home consoles — flexibility is just as important as ingenuity.”

You can hear more from Furukawa by checking out the full interview over on Nintendo Everything. It’s well worth a read.

Posted on Leave a comment

Breaking down the metagame design in a mobile RPG

Pol Vilaseca is senior economy designer at King, and Pietro Guardascione is senior director of envelope design at King.

Hero was an action RPG that was developed by King and soft launched during 2016 in different countries in Asia. In the game, you could choose among three heroes (warrior, mage or archer) to play through levels that consisted of sets of successive combats against groups of enemies of various types. Although the game was cancelled before making it to a global release, the design challenges that we faced during its development gave us some valuable learnings about designing mobile RPGs. The purpose of this article is to collect our experiences while designing some of the systems in the game.

The main loop of the game was rather simple. By completing quests players accumulated gold that could be spent buying new items. Stronger equipment increased the overall power of the hero, which in turn allowed quests of increasing difficulty to be played.

With the simple main loop described above, the overall player experience was determined essentially by 3 game systems:

A combat system, consisting of all the elements that contribute to the outcome of a combat and their inter-relations. As in many RPGs, these elements include player stats like attack, health and defense, chance of dealing critical damage, elemental or splash damage etc.

The outcome of a combat is determined through the combat equations that relate the stats of heroes to those of enemies. For instance, given the attack power of a hero and a monster’s health, the equations of combat determine the number of hits it will take to kill that monster.

A progression system, which consists of the set of rules that determine how the different hero and monster stats grow as the player progresses through the game. In Hero, progression was mainly driven by gear. The stats of a character were determined by the gear he had equipped. The higher the level of an item, the more it would contribute to the character stats. The current level of a hero determined the level of the gear that the hero could equip, and hence the stats that the hero would have.

A chest system, which was a random reward system through which gear was delivered. The chest system consisted of the different types of chests present in the game and the rules to which they were subjected (drop rates, frequency, item probabilities). There were chests of many types, each of which had its chances of delivering items of a given rarity.

Each of the systems described here could be analyzed on its own. However, the three systems were highly interdependent on each other.

For example, since the progression system was essentially driven by gear and gear was obtained by collecting chests, this meant that the chest system was the core driver of progression. Setting up the right chest rules and their drop frequency was crucial to fuel an appropriate progression rate for the heroes.

On the other hand, the progression system determined how the different hero and enemy stats scale. These in turn determine the outcomes of a combat. Hence, the combat system had to be carefully designed to accommodate the specific character progression we had designed. 

Finally, the outcome of a combat determined the chests that a player was going to get, which again connects to the progression system.

Once we understood these interrelations, it became evident that we needed a way to explore the consequences on the overall player experience that arose from each game system and its impact on the rest of the systems. We achieved this through a combination of mathematical modelling, prototyping tools and simulations.

In the following, we’d like to review some of these approaches.

Combat systems are at the heart of any action RPG. When a combat system is coupled to a progression system, they both need to be carefully designed to be compatible with each other. Otherwise, it is possible that a combat that seems to be balanced at some stage in the progression behaves in a completely different way at later stages.

To understand this, let’s consider a minimal combat system in which a hero and a monster are characterized only by two stats: attack and health. During combat, the hero will have to attack the monster several times until it runs out of health and dies. The number of hits it will take for the monster to die is given by the ratio:

N = H/ AH

where N is the number of hits, HE is the health of the enemy and AH is the attack of the hero. The higher the enemy health, the larger the number of hits it will take to kill him. The stronger the hero, the smaller the number of hits it will take him to beat the enemy. 

Although health and attack determine the outcome of a combat, these stats are “hidden” to the user. The only variable that the user perceives in practice is the number of hits that it will take to kill an enemy (or to get killed by it), and not the attack or the health on their own. Hence, we can say that the sensation of combat is given by the number of hits it takes to kill or die.

On different lines, the hero and enemy stats evolve following the progression system. This means that the parameters AH and HE depend on the hero level and the enemy level respectively. Hence, the number of hits it will take for a Hero of level x to kill an enemy of level y will be a function of both hero level and enemy level:

N(x, y) = HE(y) / AH(x).

A main requirement in the design of the game was to preserve the experience of combat through the whole progression. This essentially meant that a Hero of level 5 fighting a monster of level 7 would have the same combat perception as if the Hero was level 65 and fought an enemy of level 67. As long as the differences in hero and enemy levels were equal, the combat experience should remain invariant. This requirement can be expressed in a mathematical way by demanding that the function giving the number of hits depends only on the difference in the levels x  y, and not on the levels themselves,

N(x, y) = N(x  y).

This requirement imposes strong constraints in both the progression and combat systems. For a combat equation based on the ratio between health and attack, scale invariant combat requires stats to grow at a geometric rate. This means that the functions that give the player and monster stats have an exponential form,

AH(x) = A • exp(a • x), and HE(y) = H • exp(a • y),

where A and H are the base values for the hero attack and enemy health respectively. The parameter a sets the scale for the growth of stats from level to level.  Plugging the previous expressions for AH and HE into the formula for N(x, y) we obtain

N(x – y) = H / A • exp(–a • x – y)),

which clearly depends on the difference of levels x – and not on the levels themselves. This ensures that the combat experience of a player will remain balanced at any scale.

More realistic combat systems include aspects like damage mitigation, critical hits or elemental damage. Special care has to be taken when setting up their corresponding equations of combat such that they depend only on the difference x – y.

Once we had a robust model for combat that would ensure the right scaling, we built a combat simulator in Python that calculated the number of hits it would take to kill a given enemy or to get killed by him. We used the tool to explore different values of the hero and enemy stats appearing in the combat equations. For each set of values, we visualized how the combat experience scaled when facing enemies of higher or lower levels. This allowed us to balance the hero and enemy stats and ensure that the combat experience satisfied all design requirements. Moreover, any new enemy type or item could easily be incorporated into our model and the tool allowed us to produce its corresponding stats with no cost at all.

Figure 1: snapshot of the combat simulation solving the combat equations.

Chests were the main element of the random reward system that deliver items from an item pool with a given probability. In many games, the pacing at which players progress is determined by the inflow of items. In these cases chests become core elements in the progression. It is then crucial to understand and control the rules of the chest system.

Roughly speaking, one can think about a chest as an abstract function that maps all possible items available in a game to a probability of dropping them. Different chest algorithms would be different mappings from the item space to the probability space.

After a large number of drops, the chest algorithm will be responsible for how the distribution of items in player inventories looks like. A variation on how items are mapped to probabilities can lead to very different player experiences.

When designing the chest system in our game, we created a simulation tool that would allow us to explore the evolution of player inventories after opening a given number of chests. In the tool one could set up different drop rules by fixing the mapping between items and probabilities of dropping them. For each rule we thought about, we could perform multiple runs in which several chests were opened and the status of the inventory was saved at every step.

The simulations allowed us to measure concepts such as the amount of chests that would be required to complete a section of the inventory, the number of chests needed to level up an item to a specific point, or the amount of in-game currency that a player needed to spend to obtain at least one legendary weapon. 

Having a clear way to explore how the chest rules impacted the player progression was crucial for determining the details and parameters of our random reward mechanics. We used the simulation to iterate the design of our chest rules until they delivered the player experience we wanted to provide.

Figure 2: Snapshot of the random reward simulation tool.

Once we had explored the dynamics emerging from the relations among different systems in the game, we wanted to have a global view on how they all fitted together and on how they impacted the player progression. For this purpose, we produced a tool to simulate the whole metagame and its mechanics in complete absence of gameplay.

The tool consisted of two parts:

  1. A simulation engine containing a model with all the rules, systems and mechanics of the meta. This included the chest system, the gear system, the progression of character stats, the xp and gold rewarded at every quest …
  2. A UI plugged into the engine with widgets to trigger all the actions a user could perform in the game.

Every time an action was performed (opening a chest, equipping an item, upgrading an item) the state of the player evolved according to the game rules in the engine. Data on the player state was collected at every step of the progression to visualize the evolution of the state.

This allowed the designers to manually play around with the metagame and get understanding and feel on how the different systems of the game were working together and impacting the hero progression. We could explore the long term progression allowed by a given set of rules in a matter of seconds. Moreover, we were able to add new metagame features to the simulation tool and understand how these interacted with the rest of the components already present in the game.

Figure 3: snapshot of the Hero metagame simulation tool.

Although we conceived the tool as a way to manually interact with the features of the metagame, once it was ready it could also be used to plug in automated agents programmed with different behaviors. By running simulations with millions of agents interacting with the metagame we could gather valuable information on different aspects ranging from distributions of times to achieve certain states in progression to the presence of potential loopholes in the chest system.

Metagames with many systems and complex economies lead to behaviors that are very difficult to anticipate. In these situations, game systems often require a considerable amount of mathematical modelling.

In our experience, simulating game systems is a very useful approach to understand how the different components of a game will behave and impact each other. New features can be added into the simulation for evaluating their effect on the player experience before implementing these on the real game. Building a simulation can help to validate, iterate and even reject the design of a system. Moreover, playing around in a simulation environment allows designers to build intuition on the emergent behaviors arising from each game rule.

We find Python to be a very appealing language for this type of approach, mainly due to its ease of use, its human readability and due to all the statistical and data visualization libraries it has available.

Overall, we believe that any game can benefit from the right combination of mathematical modelling and simulations during all phases in the design, from the validation of high level ideas to the tuning of the low level details when balancing the game systems.