Posted on Leave a comment

BioWare co-founders inducted into the Order of Canada

Greg Zeschuk and Ray Muzyka, two of the original co-founders of BioWare, have been named members of the Order of Canada, an honor reserved for those deemed to have enriched the lives of others and made a difference to Canada through their actions and achievements.

The duo is among 103 Canadians receiving the honor this year, alongside an author, playwright, Olympian, and broadcaster, among others. 

Zeschuk and Muzyka, alongside several others, founded BioWare in Edmonton, Alberta in 1995 following their graduation from medical school. In an interview with CBC, the pair say that BioWare’s early roots in Alberta helped the current industry establish its roots in the region. 

“We did it here in Edmonton,” Zeschuk told CBC.  “We didn’t start it and go off somewhere else.”

The pair left BioWare and retired from the game industry as a whole in 2012, but remained in Canada and continue to work toward bettering their communities. 

“It’s not just what we did at BioWare, it’s what we continue to do to try to make everything around us better,” Zeschuk told CBC. “I think that’s a key part of it, how we do it and how our philosophy around making a business and building businesses and working with people, building people up.”

Posted on Leave a comment

Attend GDC to see how Bethesda made Elder Scrolls: Blades look good on mobile

Happy holidays! Organizers of the 2019 Game Developers Conference just wanted to quickly let you know about a really exciting talk at the show that’s all about how Bethesda’s new mobile Elder Scrolls game was designed to look great on a small screen.

As part of the popular GDC 2019 UX Summit, Bethesda’s own Marie Jasmin will be presenting a neat session on “Building the Interface of ‘The Elder Scrolls: Blades‘ in Landscape and Portrait.”

There was no clear demand for a game that switches seamlessly between the two orientation methods, but Bethesda decided to design a game that adapted to both anyway. Why? Come out to Jasmin’s talk and you’ll get the answer, as well as a clear understanding of the benefits, the costs, the UX opportunities, and the overall level of commitment necessary to build a game UI that fully supports device orientation changes at any time. Don’t skip it!

For more details on this talk (and many more!) check out the GDC 2019 Session Scheduler. There you can begin to lay out your GDC week, which takes place March 18th through the 22nd at the (newly renovated!) Moscone Center in San Francisco. 

Bring your team to GDC! Register a group of 10 or more and save 10 percent on conference passes. Learn more here.​

For more details on GDC 2019 visit the show’s official website, or subscribe to regular updates via FacebookTwitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa

Posted on Leave a comment

Pocket Tactics Presents: The Year in Strategy Games 2018

By Dick Page 28 Dec 2018

2018 wasn’t a great year for mobile strategy until the fall, when a whole cornucopia of real-time and turn-based games hit mobile shelves. What kept you alive through the lean months of spring and summer? Let’s take a look at how things shook out for real-time and turn-based strategy in 2018.

We saw several big names make it to mobile, with a few disappointments, but we also saw the return of some classics, and a lot of newcomers with some exciting new ideas.

Only One Big Name Avoided the Freemium Trap

2018 saw a few high-profile releases. Civilization VI made it to iPad late in 2017 and ended up with a Universal update by October. This was a real treat for serious strategy gamers: the latest iteration of the seminal 4X series adapted for a portable device. The iPad version lost some of the game’s graphical flourishes and voices for the opposing leaders, but otherwise Aspyr managed to squeeze the entire massive PC release into a tablet form. The October expansion to Universal brought the same genre-defining gameplay to smaller screens, with little sacrificed in the bargain.

civ 6 iphone

Several other big names hit stores late in the year but were marred by dependence on IAP for profit. The freemium Command & Conquer: Rivals was the biggest offender. The core strategy gameplay impressed Brandon in his review, being something of a combination between Clash Royale-style card-based gameplay and the classic C&C gathering resources/commanding troops cycle. Long-time fans of the series will be deeply disappointed by the game’s expensive unit cards, despite the promise of equally-matched players.

Likewise, the latest entry in the popular tower defence series Kingdom Rush, Vengeance drew its fair share of criticism for including many towers and over half of its hero roster as premium purchases, on top of the games’ initial cost. While I personally didn’t find these promoted in the game obnoxiously enough to be a deal breaker, for many others, IAP were a red line that put an end to this popular series.

Classics Return

2018 also saw the return of more classic games of yesteryear, successfully updated for today’s gamers. The biggest win was Chaos Reborn: Adventures, an updated version of X-COM creator Julian Gossop’s 1985 Sinclair Spectrum strategy game. True to its name, Chaos Reborn brought bad luck back to strategy, with a maddeningly fun system of spellcasting that has the player manipulating the chances of their spells going off without a hitch, or just going wild. Playing with others just adds to the unpredictability, since illusionary spells let you bluff your way to victory. It’s a throwback, but a welcome one.

SixAgesRevHead

We also got the sequel to unexpected mobile hit King of Dragon Pass, the narrative strategy/simulation game Six Ages: Ride Like the Wind. This game came from a time before genres were so rigidly defined, and merges choose-your-own-adventure storytelling with difficult simulation and strategy layer. The real star of the show is the setting: Glorantha, a bronze-age fantasy where survival means understanding the culture of your barbarian tribe, learning its myths, and avoiding antagonizing the ducks. Seriously, don’t mess with the ducks. Six Ages, like its predecessor, can be opaque. Failure can manifest like a thunderbolt, and the arcane rules of your religion may twist your head into knots. For players willing to stick with it, there’s nothing else that quite captures the idea of really being the leader of a people.

Finally, Squids Odyssey isn’t the oldest game on this list, being a sequel to a 2011 iOS game that was ported to Nintendo platforms and back. As a result, it’s really just a rerelease of two older games that no longer work on newer hardware. However, if you missed these the first time around, Odyssey is a good chance to experience a strategy game that’s a little different and tailor-made for touchscreens. You have to fling your squids around the map Angry Birds-style, but also handle different unit types and power-ups.

Strategy with a Twist

The return of the traditional, the well-worn, and the underrated gems was much appreciated, but the biggest trend in mobile strategy for 2018 was a casting off of genre tropes and a greater willingness among designers to try something weirder.

Euclidean Skies merged turn-based tactics with reality-bending Rubik’s Cube levels where the movement of the terrain became as important as the movement of your units. As much puzzle as tactics, this sequel to Euclidean Lands was akin to a spiritual experience for our reviewer Jarrett.

ES2

Element placed its real-time strategy on spheres where humans and robots vied for domination. Its strategy was highly abstract and regimented, almost like real-time chess bent around a tiny planetoid. Three levels of three unit types on three different terrains make for an elaborate system of rock-paper-scissors, with unit control limited to placing new stationary towers or setting satellites in orbit. The core goal of mining more element than your opponent forces the player to think on their feet and use different tactics than your average RTS.

On the surface, Farabel looked like one of those more traditional strategy games, even down to its archetypal orcs vs. humans plot. But Farabel did something no other game on this list could do: it started at the end, with a tale told in reverse that saw your general losing abilities with every level, thus increasing the challenge by forcing you to play more carefully. In addition to its time-traveling story, the game also let you reverse and play one unit’s turn again, doubling up its influence.

While increasing reliance on big franchise names and IAP might feel like a threat to core gaming on mobile, the platform’s ability to revive old genres and promote new ideas can give us hope for the future.

What were your mobile strategy highlights for 2018? Let us know in the comments!

Posted on Leave a comment

Gamasutra’s Best of 2018: The top 10 games of the year

There are a lot of games released into the market every year.

And we cover this trend; this inundation of games filling the marketplace. It’s a trend that complicates the chance for success and recognition, from developer to developer, from game to game.

That was true as ever in 2018. But among our staff, there hasn’t been a real complaint about there being “too many games.” We get it — there are a lot of games, but no one would say “there are too many games” if there weren’t so many games that were great.

There were so many games that were great in 2018. Here are the 10 games that stood out in the minds of Gamasutra’s writers this year. (Selections in alphabetical order.)

When Celeste first came out this year, I played it for maybe a half hour, and then stopped. I just wasn’t in the mood for yet another hard-as-hell platformer.

It wasn’t until I picked it back up at the end of the year when I completely fell in love with it, and appreciated what it was doing. Yes, the game is difficult. But the way the story addresses that difficulty, and emboldens the player to keep climbing, is absolutely brilliant. Celeste shows us that we can be our own worst enemy, but that “enemy” is still an innate part of who we are. And having a friend or two help you realize that along the way never hurts.

Mechanically, it’s a simple concept for a player to understand. Jump, dash, and grab. The game masterfully introduces players to the traversal mechanics, then sprinkles in new level design elements where players have to use those basic skills in new ways. It all just feels perfect. Kris Graft

Ben Esposito’s Donut County is the perfect amount of video game. It’s a funny, surreal story about remote control holes that’s a joy to play, one that doesn’t overstay its welcome. Alex Wawro

Before diving into why Florence is a unique experience, the developers deserve credit for making a game that’s the perfect length of time. Clocking in at around two hours, Florence tells a story about love at a great pace.

The game takes the generic formula of a traditional relationship (meeting, falling in love, falling out of love) but tells it in such a different way through effective use of simple mechanics, powerful score, and unique art style.

Games without a lot of dialogue or text need to go the extra mile to convey an engaging and emotional story effectively, and Florence absolutely nails it.

No story spoilers will be given away, because it’s a game that needs to be played in order to fully grasp the impact it has. Florence is made for mobile and other short, narrative games would find themselves a great home on the platform. Mobile is confined to a very small subset of mechanics: Tapping, swiping, or holding an icon on your screen. Those constraints serve as powerful storytelling tools ripe for innovation.

The game in its entirety is made up of small, digestible vignettes of very personal and intimate moments in adult relationships where both the good and the bad are shared in a special way. Emma Kidwell 

11 bit Studios’ Frostpunk was the 2018 game I could never stop thinking about. From the moment my poor survivors reached the totemic Generator sitting in the frozen Arctic north, every decision I spent with this society simulator helped me reckon with the demons of authoritarianism and how much control and the lies you can tell yourself in the name of the greater good. 

Frostpunk’s thoughtful design means that it’s not just an arbitrary moral messenger here to warn you of the woes of a police state or theocratic regime. It’s crafted to guide you on a path of different path of pain points to remind you that just because you didn’t commit higher crimes against freedom, your lesser decisions still infringed on the rights of your people. And as the pressure drops, and your city is freed from the frozen snow in a great sigh of relief, you’ll look at it’s become and see how even its physical shape was impacted by how much you’d give up in the name of survival. Bryant Francis

The Hitman sequel drops the episodic format of that last rendition but keeps a firm grasp on Hitman 2016’s charm and quirks as it introduces just the right dose of new mechanics, new levels, and new content to the last game’s already tried and true formula. Hitman 2‘s magic is in each of the massive sandboxes that each main story mission of the game is set in and how it gives players the freedom to take complete ownership of their plans and assassinations, whether the steps they took to complete those objectives were laid out by the game’s suggested or plotted out completely from scratch.

While setting up a platform for another season’s worth of dev and user-made content is an impressive feat, the team at IO Interactive also remade every level, both DLC and base Season 1, from Hitman 2016 for Hitman 2. It’s an undertaking that no doubt took a considerable amount of work, especially since each Legacy level manages to embrace the new mechanics and AI of Hitman 2 without losing the feel of the original. Between the Legacy levels and the still-evolving agent-versus-agent multiplayer Ghost Mode, Hitman 2 has become a game that both builds on the successes of its predecessor without shying away from risk. Alissa McAloon 

Nothing I’ve played conveys the sensation of snatching salvation from the jaws of failure quite like Into the Breach. There’s a lot to admire about Subset Games’ sophomore effort, but what’s most striking is how often it sets up tactical problems that seem first impossible, then survivable, then solvable. It’s my favorite strategy game since chess, and a remarkable follow-up to FTL. Alex Wawro

Marvel’s Spider-Man is just one emotional pit stop for the web-headed hero who’s had a hell of a 2018. He gave his life in the film Infinity War, he’s reframing his own heroic origins in Spider-Man: Into the Spider-Verse, and when given a shot, Insomniac Games doesn’t waste any time when granted use of one of the biggest icons in pop culture.

Not only does Marvel’s Spider-Man give breath to a dizzying and dynamic traversal system that takes advantage of New York’s iconic architecture, Insomniac also uses its mission design and gadget expertise to weave a narrative about the struggles of Peter Parker, and how his selfless nature and faith in other people can be used against him. 

But it’s still not a cynical game! It’s quippy, it’s cute and it gives Mary-Jane Watson something to do. If superheroes are becoming the modern-day mythological heroes, it’s great that Insomniac Games injects a meaningful experience in the middle of its well-honed, well-polished technical achievement. – Bryant Francis

Rockstar’s Red Dead Redemption 2 excels on the merits of its smallest moments. The massive open world is an ambitious undertaking, and a space you as a player spend a considerable amount of time traversing during and between missions. And that downtime is where Red Dead Redemption 2 shines. It’s captivating, or even just relaxing to just toss headphones on and exist in that world for a while, fishing, or hunting, or tracking down small oddities hidden out in the wilderness. 

The same is true for the moments spent catching up with the other members of the Van der Linde gang. Catching small conversation with a friend around camp or even just lingering among that cast of characters as they sing, drink, and celebrate after a heist well done makes such an endearing and heartwarming experience that I can’t say I’ve found in other games before.

It’s impossible to mention Red Dead Redemption 2 here however without calling out some of the controversy that’s surrounded the game in the leadup to its release regarding excessive crunch, mandatory or otherwise, during the development of Red Dead Redemption 2. Current and former Rockstar developers have spoken at length about their experiences while working on the game, and the stories on those perspectives should be mentioned with any discussion or praise of the game itself. Alissa McAloon

In an indie scene where retro has become a cliche, a few games continue to remind us of why gaming’s past remains a valuable space to explore. Lucas Pope’s latest, a brilliant supernatural mass murder mystery-cum-insurance investigator simulator, uses its 80s-inspired graphics to reinforce core mechanics. First, your character uses an enchanted watch to see a deceased person’s moment of death in freeze-frame; no animation required, just an eye for detail. Second, that detail is brought into sharp relief by those same graphics. Where certain things might get lost in the haze of bloom and shaders, the unpretentiously-used bit graphics work in favor of clue-finding.

The story that evolves is an incredibly gripping spec-fic narrative in its own right. You only get snapshots of every life aboard the Obra Dinn, often at their lowest moments and their very ends, but you still come away knowing something all-too-human about them all as you piece together Pope’s grand puzzle. The end result is one for the ages.Katherine Cross

In the run-up and launch of Tetris Effect, I formed a new pet peeve: people saying things like ‘it’s just re-skinned Tetris‘ or ‘do we really need another version of Tetris?’

For one, Tetris is a game that humankind will be playing in some shape or form for the next thousands of years, barring any near- to mid-term self-destruction of our species. To say something is “just Tetris” is like saying “just the Ancient Pyramids” or “just the moon landing” or “just penicillin.” Tetris is a monumental human achievement.

Ahem ok where were we? Oh yes, Tetris EffectYes we do need another version of Tetris — specifically this version. Tezuya Mizuguchi’s take on the game (which was directed by Takashi Ishihara) is surprisingly emotional, bringing together visuals, sound and music, and interactivity together perfectly, with a soulful sincerity unique to Mizuguchi’s work.

And don’t pass up on this if you don’t own PSVR — while that’s a great Tetris Effect experience, the game doesn’t lose its beauty on a regular screen. Just turn the lights down, turn the sound up, and play yet another version of Tetris. Kris Graft

Posted on Leave a comment

Steam rounds up 2018’s best sellers, top new releases, and more

Valve has launched a handful of end-of-year lists (and corresponding sales) that offer fellow game devs a peek at what games performed best on Steam across a variety of categories.

All in all, the year-end roundup lists the top sellers, top new releases, top-selling VR titles, top former Early Access games, and most played games in from 2018. 

However, as with past Steam lists, the specific rankings and actual revenue of each title isn’t disclosed. Instead, most top-seller lists are organized into four tiers: platinum for the 1st through 12th best-sellers, gold for 13th through 24th, silver for 25th through 40th, and bronze for 41st through 100th. 

So, in no particular order, the 12 games that earned the most gross revenue on Steam this year are The Elder Scrolls Online, Rocket League, Counter-Strike: Global Offensive, Rainbow Six Siege, Dota 2, PlayerUnknown’s Battlegrounds, Monster Hunter: World, Civilization VI, Warframe, Assassin’s Creed Odyssey, FarCry 5, and Grand Theft Auto V

A bulk of those games are notably free-to-play or live games, which makes sense given that Valve says revenue from game sales, in-game transactions, and DLC all factor into what lands a game on that top seller’s list.

The top new releases category, however, takes a different approach and ranks the games released this year that generated the most revenue in 2018 according to the month they released. Since 150 games are included in this roundup, it’s best to head over to Steam to see the rankings in full, but games like Celeste, Beat Saber, Cultist Simulator, and Mutant: Road to Eden all make appearances on that list.

Posted on Leave a comment

Get a job: Gameloft is looking for a Lead Game Designer

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: Barcelona, Spain

Responsibilities:

  • Coordinate with the Creative Director, Studio Manager, Senior Producers and and other team leads to define the game vision and execute on that vision with excellence.
  • Direct the tone, gameplay and meta structure of the project with an eye on innovation, while leveraging a healthy F2P ecosystem
  • Collaborate with gameplay designers to ensure that game designs meet quality requirements and documentation standards. Set clear creative goals and deliverables; lead and focus efforts across the design team to ensure a cohesive experience across the game and service.
  • Anticipate threats to quality and innovation and work effectively with the team leads to mitigate.
  • Build and maintain a collaborative relationship with Art, Technology, Audio and Production that ensures a best-in-industry production process.
  • Coordinate and direct level design teams, to ensure the perfect synergy between mechanics and progression through the game.
  • Allocate, coordinate and plan resources in collaboration with managers and producers. Anticipate recruitment needs of game designers and participate in the recruitment process.

Requirements:

  • Above 4 years as GD including experiences as lead GD or main GD for core gameplay on mobile platforms
  • Must have shipped at least 2 successful titles as a lead or senior GD position
  • Proficient in all aspects of game design such as gameplay, balancing, and reward system, etc.
  • Ability to concisely convey ideas, formulate and develop complex concepts
  • Capable of providing focused and inspiring creative leadership, and able to coordinate and motivate a whole design team
  • Up-to-date on the mobile market and trend
  • Ability to hold a strong creative vision while also keeping that vision agile
  • High visual creativity and passion for developing video games
  • Excellent organizational skills
  • Excellent level of English

  Assets:

  • Knowledge of object oriented and natural programming languages
  • Working experience on Next Gen platforms
  • University degree in Computer Engineering or Computer Science.

Why Join the World of Gameloft?

  • Because you want to be part of an exceptional experience within a company that is constantly growing!
  • Because you want to work with talented people who are industry pioneers!
  • Because you want to join a global company and meet great people around the world from all walks of life.
  • Or, just because you’re looking for a great place to work!

What can Gameloft Barcelona offer you even more?

  • Private health insurance
  • Permanent contract with career-development opportunities
  • An exceptional, dynamic, demanding and motivating working environment within a fast-growing company
  • Monthly ticket restaurant card
  • Free fruit every morning
  • Central location and beautiful view in front of Sagrada Familia
  • Free afternoon on your birthday
  • 25 days of annual paid leave
  • An international environment which offers daily contact with other countries & cultures.

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.

Posted on Leave a comment

Best of 2018: How Baldi’s Basics taps into the real horror of ’90s edutainment

“The most important thing I wanted to capture with the game was an unsettling feeling of things being off,” says Micah McGonigal, developer of edutainment/horror mixture Baldi’s Basics in Education and Learning

“I didn’t want to go flat-out horror; I just wanted to create a mish-mash of different things that don’t quite meld together right, but also don’t seem ridiculously over-the-top and crazy.”

Baldi’s Basics begins innocuously enough, tasking players with finding notebooks and solving trivia questions within a crude, explorable 3D world.

As players fail questions and wander, though, a sense of unease permeates events and meetings, one created by the visuals being purposely made to look a little bit ‘off’, not unlike many past educational games the developer has seen or played.

McGonigal draws upon accidentally-unsettling visual elements of old educational games to create a disturbing world in Baldi’s Basics, and in doing so creates unease from a general sense of something being wrong, and not so much from a frightening creature stalking the player. The game’s balding antagonist is far from terrifying, but through the game’s visual design, McGonigal harnesses unease to make the player feel dread even if they cannot pinpoint a reason why they feel that fear. By making things look ‘off’, he can create fear before the player even knows what they should be scared of.

By moving away from monsters and dark halls and into places that simply don’t feel right, the developer can also open up horror to people who might not find it tolerable, opening the genre up to new audiences.

Unsettling through inconsistency

“The main inspiration for Baldi’s Basics is pretty much Sonic’s Schoolhouse. I never played it growing up, but when I first saw it, I was immediately creeped out by it, and that was pretty much where the idea came from,” says McGonigal.

Baldi’s Basics doesn’t immediately strike fear into the player’s heart. There’s nothing especially frightening about the school halls or the man who wants to help you with your addition. Similarly, most of the educational games that inspired the game aren’t exactly terrifying all on their own, either, but through small visual elements that conflict with one another, they create a discomfort in the player.

The eponymous horror of Baldi’s Basics

This particular unease was created through McGonigal’s experience and research into educational games and the many accidentally frightening elements within them. “I don’t believe there’s any one game that scared me when I was little, but I do know there were plenty of different things in different games that gave me the creeps,” says McGonigal. “One thing that was common in a lot of edutainment games that always creeped me out was the sort of uncanny CG graphics they would use. It was pretty cheap looking, but not too cheap looking. The characters and animated stuff were also often 2D, which made the CG stuff look even more out of place.”

Mixing two visual styles was one way that some of these past educational games would accidentally create unease, mainly done through these conflicting, inconsistent art styles. By not sticking to any one particular look, it would dredge up this sense that something was wrong, even if it may only be the fact that the art style don’t look right together at all.

A shot of BAP Interactive’s 1996 banger Sonic’s Schoolhouse

“A good example would be Reading Blaster Jr. Most of the scenery was CG, and I specifically remember this one game where you could collect these toys, and they always gave me the creeps… Hold on, now I gotta go look it up…Oh great, that’s gonna haunt my dreams for a bit I think,” he continues.

Beyond the conflict between the two art styles, there is a crudeness to the visuals of the toys in Reading Blaster Jr. In one minigame, there are animals and objects within the scene that are in 3D, with these contrasted against the animated characters who also appear.  The 2D animated characters move and shift their eyes, but the 3D animated ones stand utterly still, eyes unmoving and unblinking. The juxtaposition of the two styles, however accidental, makes the 3D characters feel unnerving in their stillness.

Reading Blaster Jr., released in 1995

“I also remember one time at the library there was a Reader Rabbit game on one of the computers, and Reader Rabbit was just standing there, his normal 2D self, when “The Itsy Bitsy Spider” started playing or something, and he started doing the hand motions…except his hands weren’t 2D. They were CG. It pretty much freaked me out [laughs].” says McGonigal.

“That one element definitely influenced Baldi’s Basics art style in a lot of ways. Obviously, Baldi and some other characters are CG, though they don’t quite capture that uncanny look I was talking about. Still, the sort of creepy, uneasy feeling those elements give me is the same feeling I was shooting for in the game,” he continues.

That inconsistency in art style seems to be key to create a revulsion in the player, one that makes the player wish to remove themselves from the play space, not unlike the fear that drives them to flee a lethal monster. It’s a sense that something is very wrong with this place, if only from the jarring differences in art style. This is put to work in the game through varied art styles for objects and characters, the game refusing to settle on one concrete visual design for everything. It creates a sense that the world isn’t put together right, developing that important unease in the player.

“The main inspiration for Baldi’s Basics was old 3D games – the kind with billboarding sprites that slide around, low resolution textures, and maze-like levels that are easy to get lost in. The most important thing I wanted to capture in trying to mimic this style was probably the ‘off’ feeling the cheaper 3D games often gave,” says McGonigal.

“There’s an old game I’ve seen footage of called 3D Dinosaur: Save the Dinosaurs, where you have to wander around a 3D map finding dinosaurs or something. Anyways, that game has a graphics style similar to Baldi’s Basics in a lot of ways. For example, it’s incredibly inconsistent. You’ve got wall and floor textures that vary from solid colors to photo realistic. There are billboarding, photo-realistic bugs and dinosaurs, but then cartoony portraits of dinosaurs on the wall. The inconsistency in graphics style and the low quality of it all makes the game just feel off and unsettling, at least to me,” he continues.

“Another game that inspired the look I was going for is The Museum of Anything Goes,” says McGonigal. “That game is all pre-rendered, but it has exactly the sort of ‘off’ feeling I wanted to capture. In the game, you basically just walk through an art museum. It seems empty, but every screen tends to have some sort of person or thing come on screen and do something… something really weird, usually. You can look into paintings and interact with them, and these often also have really creepy things. Bad CG, low quality audio, strange videos… None if it feels cohesive or makes any sense, but at the same time it’s not ridiculous or over the top.”

McGonigal does nothing to draw attention to the purposeful inconsistencies in the art style. It is simply left to exist, letting the player soak it all in as part of a coherent universe, but one that, again, isn’t put together quite right. It is built in this way to subtly create discomfort, moving through this world whose visual design and characters just look ‘unnatural’ despite being natural inhabitants of this bizarre space. It conflicts to the eyes, and loads Baldi’s Basics with menace.

Uncertain fear

“Funnily enough, Baldi was picked as the teacher pretty much randomly. He’s actually a character I made up years ago for a comic I wanted to do (There were like, 10 strips total. It didn’t last long.). The idea for Baldi’s Basics was also one I’ve had for a long time, so I don’t remember why I chose Baldi to be the main character. As long as I can remember, the idea had Baldi as the main character and the name Baldi’s Basics in Education and Learning. Still, if I hadn’t already had a character in mind when I went to make the game for the Meta Game Jam, I probably would have gone for Baldi anyways, or at least something similar,” says McGonigal.

McGonigal couldn’t have an over-the-top villain in Baldi’s Basics, as it would break the careful unease he’d created with the conflicting art styles. Also, in keeping with the educational game examples, it would just have to feel frightening without going for outright scares. It was about discomfort, not terror.

“I think the most important thing I wanted to get right about Baldi in the game was making him unsettling, but not necessarily terrifying. Once he starts chasing you, I could have made him have this huge frown, given him pitch black eyes, or, I don’t know, given him a knife instead of a ruler or something. I wanted to be subtle instead, as I felt that would be a bit more unique, and fit the overall feel of the game better, so I just sort of put a blank look on his face. I think that was more effective at creeping out players than some of the other options I could have taken,” says McGonigal.

This creep factor would be enhanced by small aspects of Baldi that wouldn’t communicate a reason to feel outright fear, but unease. Something felt wrong, but the game wouldn’t outright communicate things had gone awry, leaving the player with this unclear sense of things being wrong. It’s the not being sure that makes the game crawl under the player’s skin.

“I went with CG for the reasons mentioned above, but also because it gave me the opportunity to do crazy stuff when animating him, like his wonky hand wave (That was actually a mistake, but I felt it was creepier so I left it! :P) and, the most important part, his slow transition from smile to frown when getting a problem wrong,” says McGonigal.

A smile turning to a frown or an odd wave doesn’t seem like much to be frightened about, but it is about that feeling that things are going wrong, in a world that doesn’t seem to be put together quite right, that is meant to set off alarm bells in the player’s mind.

This is assisted by the elements of education within the game, as well. “When designing the gameplay of Baldi’s Basics, while I wanted to incorporate elements of educational games into the game, I was more concerned with creating fun gameplay. I didn’t want to throw educational game mechanics in if they would break up the gameplay too much. That’s part of the reason why I’ve left the math problems as simple as they are. You do some quick calculations, but then get right back into the game! You don’t have to stop to do some lengthy equations or anything,” says McGonigal.

These educational elements would be key to the particular turn McGonigal wished to create (and were important aspects of the game’s inspirations). “I felt like edutainment and horror would go good together because they’re pretty much opposite genres, and I thought having the sharp turn from edutainment to horror would be both unnerving and funny at the same time,” he continues.

“The funny thing is, despite the game’s name there’s actually no real learning in Baldi’s Basics. You get math problems, and it tells you whether you’re right or wrong, but it doesn’t actually tell you how to get the right answer, or what you did wrong. I was able to work failing into something that scares the player by making it the trigger that begins the actual horror game, and making it so Baldi speeds up each time you fail. Of course, you’re also forced to fail eventually, and the glitched out text I think is a good way to start the ‘something is off…’ feeling before the game goes into horror mode. I’ve always really enjoyed seeing people react to the impossible problems for the first time,” says McGonigal.

That fear of failure draws upon the common fear of failing many would feel in their real lives, and combined with the unsettling art and some unnatural movements from its teacher protagonist, it creates a creeping fear out of educational software, creating the same unease the developer himself felt long ago playing unintentionally frightening educational games.

Newly afraid

By ditching more overt horror elements, McGonigal has created a subtle game of terror. In doing so, he’s opened up the genre to a broader audience who may not enjoy its more heart-wrenching entries. In doing so, he’s brought in many kids who are curious about horror but might not necessarily feel comfortable with it.

“I’d first learned about Baldi’s Basics when a YouTuber that I like started playing it. I was really curious about what it was, but me and horror games don’t mix very well. I slowly got better with them, and now I enjoy it,” says a young boy who agreed to be interviewed about Baldi’s Basics for this article.

“The level of scariness isn’t really at the maximum. It does put a lot of pressure and worry on you because you’ve got this guy chasing you and you’ve got these other characters blocking you,” he continues.

This more subtle fear, born from the conflicting art styles and various other uneasy elements, made horror far more palatable for the boy, and several other children interviewed expressed similar feelings.

“My friend told me about it at school,” said another child who agreed to talk about Baldi’s Basics. “He said it was a horror game, and he said it was kind of funny at the same time. I like that. My sister also really likes it. I kinda like how it jump scares but it’s quirky and silly. It’s weird, but I like it.”

When pressed about what he felt was outright scary about the game, the first child replied “The only thing I would say was even remotely scary would be Baldi’s office when there’s that guy with all the messages. I literally cannot deal with it.”

This movement away from trying to outright terrify the player, but instead making them feel like something was ‘off’ about the world, allowed even children to enjoy this horror game, helping kids dip their toes into a genre that can often be far beyond them, and all while McGonigal showcased a deft hand at creating unease within all of the game’s players.

“It’s really funny to hear kids are playing pretend Baldi!” says McGonigal, with a laugh. “A few months ago I never would have believed anyone if they told me something like that would end up happening.”

Posted on Leave a comment

Game Workers Unite working with devs from a dozen studios towards unionization

The pro-union organization Game Workers Unite is currently working with the staff of a dozen different studios, looking to arm those individuals with the tools needed to start the unionization conversation. 

Polygon reports that Game Workers Unite is actively working with devs from at least 12 established studios in North America to provide the resources and training those teams will need if they want to establish a union and negotiate for terms of employment and compensation.

In some cases, Game Workers Unite is working alongside an unnamed existing labor union, though organization co-founder Emma Kinama says that most of those dev teams are relying on resources from GWU alone.

“It’s about learning to have one-on-one meetings with people, learning about the issues that are affecting them in the workplace and representing how those can be addressed with collective action,” Kinema told Polygon. “How to organize a bargaining committee, and an organizing committee and things like that, but also how to do things safely and securely under the watch of the employer for as long as possible.”

The topic of labor issues and unionization boiled to a point following several conversations about studio closures, excessive crunch, and sudden layoffs that took place this year, leading to the formation of Game Workers Unite. The organization aims to, as laid out in a blog post about its recent recognition as a union in the UK, increase the quality of life for game workers by seeking to “end the institutional practice of excessive and unpaid overtime, improve diversity and inclusion at all levels, support abused or harassed workers, and secure a steady and living wage for all.”

Posted on Leave a comment

Celeste has sold over 500,000 copies since January

Matt Makes Games’ acclaimed platformer Celeste has sold over 500,000 copies since launching back in January.  

Game director and designer Matt Thorson broke the news on Twitter, and promised to update Celeste with some new “farewell levels” in 2019. 

Thorson and programmer Noel Berry initially created a prototype of Celeste for the Pico-8 virtual game console during a four-day game jam. 

That early version of the game has since been dubbed ‘Celeste Classic,’ and contained 30 challenging levels designed to test the skills of platforming aficionados and speedrunners. 

Eventually, Thorson and Berry decided to turn their prototype into a full-fledged release, and brought the finished product to the Nintendo Switch, Xbox One, PlayStation 4, Windows, Linux, and MacOS earlier this year.

Posted on Leave a comment

Gamasutra’s Best of 2018: The top 10 game developers of the year

Choosing 10 game developers who left their mark on 2018 wasn’t easy. The achievements we saw from game developers, from indie to triple-A, were incredible.

The way game developers are telling stories, serving their audiences, and helping their employees stay happy, healthy, and creative are evolving year by year. Looking back and seeing all the good stuff game devs have done this year reminds us how games are small miracles, and the people making them are some of the most gifted people around.

As always, our annual top 10 list of game developers isn’t necessarily made up of devs that made the “best games,” or the most financially successful (although that doesn’t hurt anyone’s chances of making the list). These are the developers and studios that left their mark on this year in a meaningful way, shaping the art and business of making games.

Below (in alphabetical order) are the 10 individual developers and studios, selected by Gamasutra’s writers, that exceeded our expectations and pushed creative, commercial, and cultural boundaries.

We’ve known that Warsaw, Poland-based 11 bit Studios is capable of a unique brand of mechanics- and systems-based narrative, particularly with 2014’s This War of Mine. This year’s Frostpunk iterates on that approach with outstanding results, making players care for the hundreds of displaced denizens of London.

But 11 bit isn’t on this list “just” because the studio released an outstanding game this year. 11 bit solidified its reputation ­for top-tier storytelling with Frostpunk, establishing a method of storytelling in games that 11 bit lead designer Jakub Stokalski calls “a values-driven game design approach.”

This practice uses conflict as the narrative base – which of course is a common approach, but 11 bit has formulated a unique way to make conflict an integral part to every aspect of a game’s design, and inject meaning into a web of intersecting systems and mechanics. 2018 saw 11 bit truly find its unique design voice, and other studios stand to benefit if they pay close attention.

Insomniac Games spent 2018 not only proving the success of its platform-exclusive game development model, the studio also took strides in standing up for the game developers who make their games possible.

Marvel’s Spider-Man is an amazing accomplishment for the veteran studio, and shows how the gameplay pillars they’ve honed over the years can be tuned toward an experience that balances playfulness and somberness with grace. 

But while a lot of studios released some astoundingly-designed games this year, Insomniac Games is the one that stood up for its developers under a hail of online harassment. During both the puddle fiasco and the recently-resolved Sam Raimi suit snafu, Insomniac Games relied on the studio’s Twitter account to both try and transparently communicate with players about the state of their development process and push back against a growing tide of anger.

Other events in the game industry this year showed that when players use anger and fury to get what they want, a quid-quo-pro is established. “Get loud enough, and we’ll do what you want, even fire our talented staff.” Insomniac Games chose the opposite path and offered a firm defense of its employees rather then leave them twisting in the wind. 

Lucas Pope, the developer behind 2013’s incredible border patrol game Papers, Please, has a knack for solving design problems, with fantastic results.

His latest effort, this year’s long-awaited “insurance adventure” Return of the Obra Dinn is quite a different experience from Papers, Please, but it still retains a clarity of vision that’s becoming a trademark of Pope’s games. And achieving that level of quality isn’t easy. When we talked to Pope earlier this year, he told us about the daunting task of scaling up the small Obra Dinn demo into the full game that launched this year. We love Pope’s problem-solving approach to game design, or as he told us, “in every project I do, I approach it like an engineer, as if there’s a problem that needs to be solved.”

The fact that Pope himself did the programming, art, design, sound, and music on Obra Dinn only solidifies a much-deserved place on this year’s list.

Matt Makes Games, the indie team behind this year’s Celeste, worked hard for the last few years to make a platformer that wouldn’t just be one of the best in the genre. Through Celeste, the studio would also talk about anxiety and depression, real-world problems that players (and developers) tackle every day. 

That sense of connected mood between the player and the game heroine Madeline seeps into every part of Celeste’s being. Lena Raine’s synth-driven score is an amazing tool to help guide the player through Madeline’s headspace, Studio MiniBoss broke ground with a pixel art aesthetic that only nods briefly to the retro era before striking out on its own, and Matt Thorson and Noel Berry together deserve credit for looking at the hundreds of levels they nearly threw out and just going “eh, sure” and putting them back in the game. 

Not only is Celeste a noteworthy addition to the platfomer genre, it’s a challenging game with an assist mode embodies the games’ ethos about approaching challenge. It’s not a difficulty reducer, it’s a granular tool to help players of different skillsets enjoy the game. Matt Makes Games would kick off a whole year of developers showing how accessible their games could be, and to do so in a genre known for being…well, inaccessible was an inspiring precedent to set.

Microsoft has had a busy year no matter how you look at it. 2018 saw the company go on an acquisition spree so prolific that it earned a spot on our top 5 events of 2018 roundup. But the reason Microsoft has once again landed itself on a Gamasutra end of year list is the company’s powerful push for accessibility and inclusion in video games.

This year, Microsoft released the Xbox Adaptive Controller as an official first-party answer to a long-standing need for more accessible and adaptable ways to play games. The Xbox Adaptive Controller itself offers two large face buttons, but allows for a variety of external input devices that range from one-handed joysticks and foot pedals to standalone switches in a variety of sizes. Players that might have previously struggled with a traditional controller now have many more ways of comfortably playing games on both Xbox One and Windows 10.

It’s a physical reflection of other inclusivity-driven programs Microsoft has rolled out in recent years to make its platforms more welcoming to a wider range of players, such as last year’s revamp of its Xbox Live Avatars to include options for prosthetics, wheelchairs, and more.

French indie Motion Twin has been quietly humming along for nearly two decades, but this year it made an outsized splash in the game industry with Dead Cells. Launched on Steam Early Access last year, Dead Cells 1.0 debuted this summer and was roundly praised as one of the best and most beautiful 2D action games of the year.

To make a game as good as Dead Cells is no mean feat; that Motion Twin did it as a small, worker-owned cooperative where everyone reportedly gets paid the same and there are no “bosses” is a minor miracle — and a significant signal to the game industry at large. In a year in which so many game makers lost their nights and weekends, their jobs, and/or their studios due to decisions made above their pay grade, it’s heartening to see that some devs are committed to figuring out how to make games effectively without giving up equality. 

And while Motion Twin’s flat structure has its own unique drawbacks (“everyone in the Motion Twin faces burnout at least once because of our system”, acknowledges Motion Twin’s Sébastien Bénard in an interview with Kotaku), the team seems committed to figuring out how to build a system for making games that doesn’t underpay or overwork anyone involved. For that, and for Dead Cells, we recognize Motion Twin as a top dev of the year.

“We make games that linger in hearts and minds,” is the motto for Mountains, the developer behind Florence, an interactive story about a young woman falling in love. It definitely rings true, as the mobile title has resonated with many and cemented Mountains as a studio capable of telling a story in an engaging and interesting way.

Mountains has some big shoes to fill after its debut game as a studio was so well received, but there’s no doubt that they will thrive. The team is small, but they know how to develop interactive narratives for mobile, and it will be interesting to see what they do next.

Somehow, Nintendo still manages to iterate and push the envelope when it comes to game design. This innovation brought forth the Nintendo Labo, an extension for the Switch including lots of sturdy cardboard. Place into the hands of everybody from children to adults, these crafting kits are great for providing an avenue for creativity.

Released back in April, the Labo has produced a lot of diverse creations and really drives home how (at heart) great Nintendo is as a company when it comes to designing memorable experiences. As an added plus, it’s already being incorporated into classrooms, which is perfect because of how customizable it is.

Sony Santa Monica’s God of War revival is a marvel in many ways, each of which shows the impressive effort of the development team. On the technical side, the Sony Santa Monica squad has been refreshingly open about how different elements of God of War came together throughout the project’s lifetime. 

In one such chat, God of War game director Cory Barlog discussed how he fought tooth and nail to have Kratos’ son Atreus as he is in the final game despite the often tricky task of getting his AI to feel just right. The secrets of everything from the process of crafting that satisfying thwack of recalling Kratos’ magical ax to the surprisingly complicated process of making a boat work with both the game and Atreus’ AI have been divulged by the team since the game’s release. 

But Sony Santa Monica’s true crowning achievement has got to be taking a decade-old series long known as a hyper-violent bloody slash-em-up and granting those characters and world room to grow and mature. God of War tells a touching story about fatherhood, both through Kratos’ want for his son to become better than him and his own struggles to grow into his relationship with his boy. Barlog himself said it best: “We couldn’t just make another ‘angry Kratos’ game,” and what Sony Santa Monica has created is indeed so much more than that.

2018 was a year chock full of terrific games, made by some tip-top developers. But it was also a year when the issue of workers’ rights seemed to reach fever pitch, with the Red Dead Redemption 2 crunch fiasco and Telltale layoffs once again reminding us how many of the talented creatives in the games industry are often marginalized and exploited by their employers.

Horror stories like those make for grim reading, but there were signs of progress among all the doom and gloom. Ubisoft Quebec proved it’s entirely possible to find critical and commercial success in triple-A without sacrificing the well-being of your workforce during the development of its acclaimed (and rather gargantuan) open-world RPG, Assassin’s Creed Odyssey.

The Canadian studio impressed us with its commitment to improving the work-life balance of its staff, with studio managing director Patrick Klaus explaining it learned from the mistakes made on previous project Assassin’s Creed Syndicate to reduce the need for massive crunch this time around. Although Klaus stressed the company “could always do better,” it’s clear the studio (quite rightly) prioritized keeping its employees fit, healthy, and happy. After all, the only way to make great games is to keep great teams together, and Ubisoft Quebec is one major studio leading the charge on that front.