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100 support staff take cash offer and voluntarily leave Blizzard

Over 100 staff at Blizzard Entertainment’s Cork office in Ireland, which houses the company’s main European customer service operation, will be leaving by the end of 2018.

It’s worth noting that these departures are part of a voluntary program which offers staff money to leave Blizzard, and are not mandatory.

However, this program has reportedly been offered to the Cork office multiple times, and the amount of money offered has increased. 

“It was too good to pass up. This is voluntary, do not get me wrong. But when you see a pile a cash in front of you, over and over again, you start to lose hope and cannot see a great situation ahead,” explained an anonymous source speaking to Eurogamer.

They reportedly took the offer, which amounted to a year’s pay.

The departure of such a large amount of staff has raised concerns over game support for Blizzard titles in the future, especially with remaining staff having to pick up extra work to cover those who have left.

“This means people will struggle to get the help they need and the people that are left in the office are being forced on to shifts they do not like to try and cover this massive loss,” another source told Eurogamer. 

Blizzard confirmed the voluntary exit offer, but stressed that its staff were not pressured into doing so. “The employees who are choosing to leave the company later this month are taking advantage of a voluntary and longstanding program we offer in various locations around the world,” the company said in a statement.

“This program, which has proven popular in the past, gives eligible staff the option to make the most of incentives while proactively pursuing other career opportunities. No one is required or encouraged to participate in this program, but for those who do, we work hard to make it generous.”

The company said the level of customer service offered to European players will remain unchanged, and that there are no plans to close the Cork site.

Be sure to read the entire piece over at Eurogamer, which goes into more detail around the voluntary exits. 

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G2A’s payment service is charging users for inactivity

G2A Pay is charging a recurring service fee for members who are inactive for over 180 days, justifying the charge because “as a supervised financial institution, we must meet many requirements related to the monitoring and servicing of each account.” 

It’s worth noting that this is separate from G2A, which is known for being a digital marketplace (similar to eBay) to sell video game keys. G2A Pay is its payment service. 

First noticed by a user on Reddit, they share an email detailing a service charge of €1 (~$1.14) for nearly 180 days of inactivity on their account.

According to the post, a recurring fee of €1 will be charged every month after the 180 days pass during which the user does not log in. 

Indie dev Dan Marshall posted a screenshot of the email to Twitter as well, leading to others speculating as to if the inactivity fee was real or not. Turns out that it is, and appears in G2A Pay’s terms and conditions under section two, item 20. 

“It costs money to upkeep accounts and if someone does not use the account, it doesn’t make sense to upkeep it,” explains G2A Pay in an official statement (which is pinned to the original Reddit post referenced above).

“We don’t require these users to buy anything, just log in at least once every 6 months, just so that we know they are still with us. As a financial institution we are also monitored, supervised, and audited and have to back up and explain all our accounts and the funds stored on these accounts,” the post continues.

“Once an account may be considered ‘abandoned’ we take certain steps to make sure we are in line with all regulations, jurisdictions and laws.” 

This has lead many users are question the legality of the charge, citing gift card laws, considering how gift cards are repositories for a cash balance and can be comparable to a user’s wallet in G2A Pay.

“Account balances are not the same as gift cards. You can use a gift card to recharge the balance on your G2A account, but you can also recharge it a myriad of other ways, therefore the two are not the same,” the company responded. 

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Weekly Jobs Roundup: Ubiquity6, Skydance, and more are hiring 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.

Here are just some of the many, many positions being advertised right now. If you’re a recruiter looking for talent, you can also post jobs here.

Location: San Francisco, California

Ubiquity6 is looking for a developer with experience rapidly building games or other complex experiences in Unity, Unreal or Javascript to join its studio in San Francisco. This role tasks a developer with determining engine feature needs, documenting and recording gameplay footage and feature specifications, and working with other members of the team to rapidly prototype and refine augmented reality features and prototypes. 3D experience is strongly preferred.

Location: New York, New York

The Lead Artist will have a balance of artistic talent, technical knowledge, and leadership skills. This role is critical to the success of the division by leading key projects for the studio. Responsibilities include directing and participating in the production of all visual material, both environments and characters, being accountable for the visual quality delivered while staying within technical limits, managing the project artistic team which will be a mix of internal, remote and outsourcing, and working in partnership with the producer, technical lead and creative lead to hit the project objectives.

Location: Marina Del Rey, California

Skydance Interactive is looking for a Gameplay Engineer to join our studio. In this position you’ll be responsible for maintaining and extending major game subsystems, creating and optimizing gameplay elements, and working with the design team to implement ideas while providing technical and creative feedback. At Skydance Interactive, we believe that a small, focused, and dedicated team of talented people can create exceptional games.

Location: Austin, Texas

We are looking for awesome graphics engineers (with strong technical art skills!) who are excited about empowering mainstream consumers with the ability to create 3D graphics and animation. You will be working with exceptionally talented engineers and artists from top companies and universities such as Google, Nvidia, Blizzard, Stanford, MIT, and Yale. Not only will you have the unique opportunity to work on challenging technical problems, but also use your artistic instincts to develop visually stunning features for our 2M+ users worldwide!

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Darksiders III introduces new ‘classic’ combat mode

Gunfire Games, developer behind Darksiders III, put out a patch yesterday which allows players to switch to a new “classic” combat mode.

A few games have introduced similar modes, although it seems that Darksiders III classic combat mode implements mechanics that make it play similarly to previous titles in the franchise. 

As explained in its patch notes, players will see two different options when starting the game or loading a save file.

A prompt for either default or classic will pop up, where the latter should “feel more like previous Darksiders titles allowing Fury to dodge interrupt her attacks as well use items instantly.”

The default mode is the original combat mode for Darksiders III, and the option can be changed at any point in gameplay options while playing.

This has no other effects on difficulty or achievements. 

To read the entire patch notes, which includes other performance fixes, click here.

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Slack cites US sanctions as it rolls out mass account deactivations

Slack, a popular team-based communication tool in tech spaces, has issued a wave of sudden bans to users and servers it says have ties to countries sanctioned by the United States.

The deactivations themselves were sudden and instantaneous, meaning that any devs deemed by Slack to originate from Cuba, Iran, North Korea, Syria, and the Crimea region of Ukraine, even erroneously, will have lost access to any data or information they’d previously stored in Slack along with losing access to communications with team members.

Already, many people have taken to social media to speak out against the unannounced sweeping account closures, with some saying that the deactivations are unnecessary under US sanctions or that their accounts were banned despite not residing in a sanctioned country.

According to The Verge, Slack chalks the sudden ban wave up to an update to the system it uses to apply geolocation data based on IP addresses. However, numerous individuals on Twitter have rallied under the hashtag #SlackBan to point out that they had their accounts shut down in a variety of other circumstances, such as having visited Iran on holiday years prior or despite currently working or studying in a non-sanctioned country like the US, Canada, or UK.

Those deemed to be in violation of Slack’s region-based access policies received an email notifying them that Slack had “identified your team/account as originating from one of these countries” and that the account would be closed immediately as a result. In many cases, this leads to individuals being cut off from employers and coworkers and results in the loss of whatever data or communications they’d stored in or sent over Slack in the past.

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Best of 2018: Devs weigh in on the best ways to write and design characters

As games have evolved, so too have their characters, from simple 2D sprites who were little more than placeholders to fully realized simulacrums of real people with their own needs, motivations and agendas.

Crafting these characters is an art form, especially in a medium that requires you to fully construct and model them from scratch, clothe them in believability, and imbue them with human characteristics that make us empathize with or loathe them. The tremendous amount of effort that goes into Dr. Frankenstein-ing a modern game character to life is rarely a solo effort, particularly on triple-A projects, and usually requires the cooperation of multiple artists, writers, and designers.

According to Chris Avellone, a veteran designer and writer who’s contributed to a huge number of heavily narrative- and character-driven RPGs, from Planescape: Torment and Fallout: New Vegas to Divinity: Original Sin 2, building characters is often a democratic process with a lot of input from multiple sources. 

Collaboration is key

“It depends on the team, although it’s usually very collaborative, which I prefer,” Avellone told me. “The way I prefer to do it is get the game’s core pillars and systems first, get any parameters for the game and game story (for example, Fallout: New Vegas has a lot of the same pillars and constraints as Fallout 3, which is important to know), script out the basic story, add to it, then use characters to reinforce the gameplay, the theme, a faction, or [they can] even be designed specifically to solve a story issue.

I don’t believe Yes Man’s concept originated from this, but the fact he couldn’t be destroyed and kept coming back since he was robot, made him a perfect quest giver if you’d alienated everyone else – which is an important design choice and an important design role.”

From there, he prefers to begin by building the systems that will support a character, scaffolding like their class or race or abilities, and then flesh out a brief biography with those elements in mind.

“I then present the bio and reference art to a concept artist and see what they come up with. Note that concept artists have a lot of work to do if they’re designing someone representative of a faction – they need to know how that faction lives, how they survive, their philosophy, where they live etc., so it can be a very involved process.”

Of course, the cooperative nature of designing with a large team means sometimes compromising your normal creative flow. Different projects have different standards and processes, and some of those might have already been established if you jump in midstream.

“In Into the Breach, Justin and Matthew started with a sentence or two (like ‘hotshot’),” Avellone says, “and Polina Hristova did the portraits. Then I came on and with those in place, Matthew and I set up the points of reactivity for how and when the characters would respond, and I did writing based on both their look, scripting calls, and the summary, also taking into account what their powers were.

Character system traits I think should be a strong factor in the design – Isaac’s temporal reset ability in Into the Breach definitely affected his character design, since his nervous system was always slightly out of sync. But the reason for creating a character can be anything, really. ‘Hey, I think a genuinely nice, wise, celibate succubus would be fun to write,’ became Fall-From-Grace in Torment.”

Dan Calvert, the character art director for Guerrilla Games, agrees that creating believable characters needs to be a collaborative process.

“At Guerrilla we rarely design anything in isolation and characters are no exception,” Calvert says. “Given that a lot of our art design work is in support of some other aspect of the game – the writing, the quest or combat design – a single character normally has a lot of stakeholders, and so feedback to them is pretty critical to making the design a success.”

That said, there is a sense of ownership of some characters for individual designers, though even those characters tend to grow and become fully realized in a cooperative environment.

“Characters who are central to the narrative – like Avad or Varl – normally emerge from a writer’s brain fully realized, and it’s our task to use art design to support that intent and communicate it to the player. Our concept artists are pretty awesome so they’ve rightly earned a lot of trust from the rest of the studio to own the process. Normally a single artist will be responsible for a given character, but as the team is open and collaborative it’s common for other artists to contribute through feedback and idea generation. But the approach to feedback is to raise issues rather than propose solutions, and the character designer is trusted to solve those issues on their own initiative.”

For Carrie Patel, the narrative co-lead on Pillars of Eternity II: Deadfire, the ideal recipe for character design is a similar, hybrid approach, where objectives are established at a high level but meeting those objectives is left to individual writers and designers.

“You can definitely end up with too many cooks in the kitchen,” Patel points out, “especially when it comes to writing a character. What generally works best is when the writer and the leads establish high-level goals together, generally about the content the NPC needs to point the player to and the high-level storytelling the team wants to accomplish with the NPC. Once those goals are established, the writer generally takes ownership of establishing the characterization and writing the dialogue. From there, they’ll iterate based on feedback from the leads and team, especially if some aspect of the character interaction isn’t clear or isn’t coming across as intended.”

Not unlike Avellone, Patel likes to being with a sense of the role a character is going to play in the larger narrative, and what the requirements of that character are, some of the mechanical framework that then leads to more organic components like personality and backstory.

“I usually start with an understanding of what role the character is going to fill in the game,” she explains. “Most characters begin with a design goal. Is this a companion who’s going to assist the player character over the course of the game, and if so, what’s their class? Is it a quest giver, and if so, what’s the gist of their quest? Or is it a flavor character who’s highlighting a particular detail about the level or setting?”

Patel says that from a basic premise like a wounded space marine in mortal peril or a merchant recruiting the player to sabotage the competition, an archetype develops and then is populated by the little details that make characters feel real and unique. 

“We’ll build a characterization that makes sense with the basic premise—as well as the overall setting and tone—and that also gives the player character something interesting to play off of. Maybe the wounded marine doesn’t think she needs to be rescued – which you can play up for either comedy or poignancy, depending on the tone – or maybe the conniving merchant frames his proposed sabotage in more virtuous terms, giving the player an opportunity to either engage or disagree with his perspective. Whatever we decide, that’s the usual starting point for characters, and from there, we’ll write the dialogue and develop any unique art assets we may require.”

With a character almost fully drawn, Patel looks to integrate them as smoothly as possible into the larger flow of the game.

“From there, I try to find an intersection point between the NPC’s function and some detail of the larger narrative. When it’s done right, that lets me tie characters into the narrative and setting of the game, and it allows me to feed the game’s story to the player in an organic, gradual fashion.”

Avellone also talks about the importance of characters can slot into the larger narrative in a way that supports it, rather than challenges or undermines it. “Sometimes the character is designed to reinforce the theme of the game, be the figurehead of a faction’s beliefs, or be the representative of a certain character class or race, or highlight a certain unique element of the game (Hey, I’m a psychic and my dialogue…er telepathy…will showcase what being a psychic means in this world!).” For instance, Kreia in Knights of the Old Republic 2 Kreia “was a mouthpiece for the theme and underlying conflict in the game – but was visually designed to incorporate elements of (old) Obi-Wan Kenobi purposely to exploit that cliché in order to subvert it later.”

For Calvert, instead of designing characters and molding them to slip into the larger world or integrate with the narrative, the setting and narrative have a much more direct relationship with character development.

“Before we even start thinking about individuals we’ll design the cultures from which they originate. We’ll consider things like location, available materials, social structure, and their level of technology and from there explore their material culture, crafting processes, tastes and fashions, as well as iconography. Because we’re making these ordered design decisions that build on each other logically we can create a unified visual identity that feels much more natural than if we made these kind of decisions arbitrarily – like ‘these are the spiky blue guys.’”

In Horizon: Zero Dawn, hundreds of characters populate a setting so far beyond a post-apocalypse that fully formed new societies and cultures already exist, ones foreign to real world sensibilities but nonetheless grounded in them. Committing to a full understanding of these cultures and working through the lens of that design hierarchy means these characters and communities feel as though they’ve existed for generations.

“Besides making for a more believable and consistent art design this helps us do better design for individuals,” Calvert says. “As an example, Rost – Aloy’s adoptive father — identifies very strongly with his tribe yet is outcast from that tribe. Because we fully understood his tribe before we designed him, we could communicate this through his character design – something that would have not been possible had he been designed in a vacuum.”

It can be easy to fall in love with your own creation and become enamored with the characters your writing, but in projects on the scale of modern scale its important to be able to make hard decisions about how much time and how many resources to commit any any single character.  All three of the designers I spoke to pointed to some loosely established hierarchies that helped make those decisions easier, though it’s clearly not an exact science.

“This is very much a ‘how long is a piece of string’ question,” Calvert says. “The time spent on an individual character varies wildly. The importance of any character is a factor – but not as much as you might think, as we try and make sure every character is excellent and contributes to the world building. When we’re using art design to communicate identity or game play mechanics, some concepts are more esoteric and difficult to explain visually. Those are normally the characters who take the longest to get right.”

For Patel, it’s slightly more cut and dry.

“The main factor here is the significance of the character’s role. The most expensive characters are often companions – NPCs that join the player’s party and may be present for most of the game. Companions are generally going to get the most time and resources across the board, including custom art and animation assets (unique models, portraits, idle animations, clothing, etc.), additional design work (to build tie-in quests, develop unique skills and abilities, and balance their skill tree), and, of course, lots of extra writing.”

In Pillars of Eternity II: Deadfire, companions are huge troves of story and lore and often drive the action nearly as much as the primary questline. They’re unique, fully realized characters with backstories as rich as, or even more complex than, the player character.

“Aloth, one of our companions in Pillars of Eternity II: Deadfire, has over 1200 nodes of dialogue and text spread over the course of the game and took a few weeks to fully write and polish. Many other NPCs in the game are closer to 100 or so nodes and may be written and polished in a few days (or even a few hours, in some cases).”

Avellone concurs.

“Simplest answer is it depends on screen time and their importance to the plot/experience. Companions and Antagonists get a lot of work, especially since you can go deeply into their backstories and if they have arcs for their character progression (for example, turning the companions light or dark side in KOTOR2).”

While the work for a writer may be finished in a comparatively short time frame, Avellone acknowledges that’s only phase of creation.

“I can usually do a bio for a major character in a day or two, but the concepting, modeling, animating and further design on a character can be a lot longer – including selecting the voice actor and choosing the right tone for the character. Character design can be sparked or altered by a voice actor – in the past, if we heard an audition we liked a lot, we’d rewrite the character and modify the design b/c we think it would make the character better (ex: James Urbaniak as Dr. O in Old World Blues in Fallout: New Vegas).”

Characters designed to work against type or were modeled on wildly original concepts might require even more effort, or further refinement passes, like Avellone’s The Nameless One from Planescape: Torment, the player character, who “was designed to look like someone who had died a thousand times, could regenerate, and had no name because it made it difficult for enemies to scry for him. The regeneration factor also meant he could find his old body parts in the game, so that specific factor had additional gameplay consequences.”

These characters can grow to be nearly as bespoke, nearly as human, as real people, and each one requires different levels of engagement and care and craftsmanship; Avellone mentions a handful and the challenges of breathing life into them, and admits that “there are countless more examples, all different. It’s a complicated process.”

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Magic Leap will share cutting-edge spatial audio techniques at GDC 2019!

Curious about how developers are designing immersive games and experiences for next-gen tech? Then make your way to the 2019 Game Developers Conference in March, where folks from Magic Leap will be sharing what they’ve learned about developing for the unique augmented reality system.

In a special Audio track talk on “Bringing Virtual Audio into the Real World with ‘Create’” Magic Leap senior audio designer/composer Dave Shumway will offer lessons learned regarding the use of spatial audio techniques, designing for a wearable experience, and ensuring that audio is part of a holistic approach to experience design.

From the creation of sound and music to the implementation of assets on device, this session will provide specific examples of how designers utilized audio to enhance the unique experience of ‘Create’ on Magic Leap One. You’ll have the chance to gain insight into the end-to-end process of designing and implementing audio for a first-party mixed reality experience, and the challenges and opportunities that accompany development on a brand new platform!

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 Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa

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Gamasutra’s Best of 2018: Kris Graft’s top 7 games

Kris Graft (@krisgraft) is editor-in-chief, Gamasutra

Hey! It’s another annual top games list! I approach these things like a mix-tape that’s meant to highlight games that are excellent, but also that give some kind of insight into my own tastes, with the hope that other people might find something they’d enjoy.

I’ll be honest, I don’t look forward to doing these because they don’t come easy. I could tell you right away which games I enjoyed this year, but for me to cogently explain why — that saps the last ounces of brainpower I have left after an entire year of following the game industry.

Every year in performing this thought exercise, I look back at the list I make, and every year without fail, a theme or two subconsciously arises. This year I gravitated toward two kinds of games:

  • Ones that had themes of hope and perseverance in the face of difficult situations
  • Ones that radiated pure joy

Thank you, dear readers, for reading and writing on Gamasutra! Here are the games that brought hope and joy during what felt like a very long year.

List is 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.

Something about Forza Horizon 4 took me back to when I would get excited about racing games. Even though it’s obviously more advanced than the arcade racers that I obsessed over back in the 90s, Forza Horizon 4 was able to capture the sheer joy I’d experience back then.

It wasn’t just the weekly change of seasons that were introduced this year or the new online features or the fact that the graphics are good enough to make you weep. The game’s main draw is a driving feel that’s the best this side of the original Sega Rally (or at least how I remember that game feeling); a feel that I can only describe as “fast and buttery.”

Forza Horizon 4 is the culmination of years of fine tuning in that regard. This is a racing game made by people who understand what makes a realistic racing simulator gratifying, and what makes an arcade racer just fun, in equal measure.

Frostpunk is what happens when you take the human condition, turn it into metrics and variables, and plug those into a system meant to test your own personal values. Many games’ narratives tell the player about tough decisions and insurmountable odds. Frostpunk instead places the weight of these narrative devices on the shoulders of the player, providing a sense of gravitas and purpose unlike any game I’ve played. It all feels — in a literal sense — meaningful.

The “mechanical” approach to this kind of storytelling makes Frostpunk that much more interesting. There’s this idea that “softer” mechanics are a better fit for narrative-focused games, while “harder” mechanics in system-heavy games like Frostpunk are less-equipped to tell a story with as great of impact. Frostpunk masterfully disproves that notion and shows a less-traveled path that game designers should closely examine.

Into the Breach is difficult, and wants to end you. But the game’s systems are so readable and transparent, you typically know how the next turn or two are going to shake out. That puts a certain amount of accountability on the player — you have (nearly) all the information you need, it’s just up to you to properly decipher the situation at hand and limit the extra risk that upcoming variables might present.

If I want to get philosophical about it (I guess I do), I found Into the Breach to be about preservation of self for the benefit of others; this is a game more about defense than offense, about keeping yourself alive so you can keep others alive. It’s incredibly well-done.

Jurassic World Evolution captured my attention much more effectively than Frontier Developments’ earlier console-centric park simulator, Zoo Tycoon. One reason is that caring for a herd of triceratops is, for me personally, more rewarding than cleaning up elephant poop.

Another other reason that Jurassic World Evolution is on this list is because of the satisfaction I got when I was able to get all the game’s layered, intersecting systems to play nice. When the brachiosauruses are peacefully grazing in their pens with the perfect amount of water and trees (yes, the forest:water ratio matters), when the orinthomimids have enough peers to where they’re socializing, and when the velociraptors aren’t running rampant eating visitors, it’s a state of pure balance that’s supremely satisfying.

That said, when a T-rex gets loose and gulps down a park visitor…that hasn’t gotten old yet either.

I first played the demo for Lucas Pope’s Return of the Obra Dinn a few years ago. Even in its smaller, bite-sized demo form, I immediately fell in love with Macintosh Plus-inspired graphics, and its concept of a mystery-adventure aboard a derelict ship.

The final version of the game impressively scaled up that small demo in which you investigated just a few deaths, turning it into a full-blown whodunnit with dozens of victims. It’s a twisted, webbed narrative where the individual deaths of the Obra Dinn’s crew are fatefully, and beautifully, intertwined. I can only imagine the sprawling flowcharts and Post-It notes that littered Lucas Pope’s workspace.

When playing Return of the Obra Dinn, you can feel the gentle hand of the designer dropping clues like breadcrumbs across the landscape of the narrative, each vignette of gruesome death turning the player into a voyeur of the past. Return of the Obra Dinn is unforgettable.

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 Effect. Yes 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.

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China is once again issuing game licenses after a months-long freeze

Chinese regulators are once again reviewing games submitted for license consideration in China, putting an end to the licensing freeze that had halted game approvals for the bulk of 2018.

According to TechCrunch, one set of games has already been evaluated under the freshly restructured system and that licenses for approved games should be assigned in the near future.

Prior to today, Chinese game makers had been enduring a nine-month-long freeze on the approval process that typically greenlights games for release and monetization in China. The halt was the result of an internal power reshuffling that now sees the government’s Central Propaganda committee’s State Administration of Press & Publication taking control of the approval process, a move that aims to give the central government more control over the country’s game market.

Now up and running again, the approval process is both looking to bar games that are deemed to contain pornography, gambling, violence, historical misrepresentations, and other potentially inappropriate content, according to a statement made by a senior member of the Chinese Communist Party’s propaganda department.

That senior member,  Feng Shixin, also notes that there is currently a “big stockpile of games for review” so the process of getting approvals up to date could take some time. While Feng did not comment on the topic in his official address, Nikos Parkers’ Lisa Hanson told the South China Morning Post that domestic games are seemingly the first in line for approval consideration, while foreign titles will follow after. 

In the wake of the approval thaw, TechCrunch reports that shares of major Chinese game makers have already seen a notable rise. Tencent’s shares have increased by 4 percent since the announcement while NetEase has seen a 1 percent increase. 

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Thatgamecompany will deconstruct Sky’s emotional storytelling at GDC

From Flower to Journey, thatgamecompany’s games have a penchant for showcasing innovative and beautiful ways of telling stories. Now the studio is working on a multiplayer game, Sky, and at the 2019 Game Developers Conference you’ll get to see how they’re building its narrative structure to evoke emotion.

As part of the GDC 2019 Game Narrative Summit, thatgamecompany writer Jennie Kong will be presenting a talk on “Evolving Emotional Storytelling in thatgamecompany’s ‘Sky” which should help illuminate how the studio builds emotional narratives.

Using key examples from the development of Sky, a game anchored in “connection and altruism”, Kong will present the studio’s unique re-iterative method to finding the emotional engine for their story and player narrative.

This includes a look at the studio’s approach on evolving the linear structure to create multiplayer emotion, creating a world with layered non-verbal story content, and crafting compassionate behavior within a community through beta testing narrative design. 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 Facebook, Twitter, or RSS.

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