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Fire Emblem Heroes version 3.0.0 is now available

Fire Emblem Heroes version 3.0.0 is now available

Version 3.0.0 of the Fire Emblem Heroes game was released! Here are the changes you can expect:

1. Book III of the Story Has Begun
After returning from their fight with Muspell, the order of Heroes is beset by a new enemy from Hel, the realm of the dead. Get 5-star Mythic Hero “Eir: Merciful Death” by clearing Chapter 1: Part 5 of Book III. Those who have not yet completed Book I or Book II can still access Book III. You won’t want to miss the opening movie in Chapter 1: Part 1!

2. Hero Fest
To celebrate the release of Book III, a Hero Fest including Eir: Merciful Death will start 12/10/18 at 11:00 p.m. to 12/17/18 at 10:59 p.m.

During the active period, the initial appearance rate for the 5-star focus Heroes will be set to 5%! What’s more, you can get up to 7 First Summon Tickets as a Hero Fest Log-In Bonus. Please see Fire Emblem Heroes Updates for more details.

3. Mythic Heroes and Mythic Effects Have Been Added
Mythic Heroes, beginning with Eir: Merciful Death, and Mythic Effects have been added. Only godlike characters from the Fire Emblem series can become Mythic Heroes. Mythic Heroes have special powers that manifest in Aether Raids. For more information, see the Mythic Heroes Are Here! notice.

4. First Summon Tickets Have Been Added
A First Summon Ticket is a special item that replaces the 5 Orbs you spend during the first round of summoning. We will gift players with First Summon Tickets for use in the Hero Fest that starts on 12/10/18 at 11:00 p.m. Please see Fire Emblem Heroes Updates for more details.

5. Aether Raids
A new structure, Escape Ladder (O), can be built in Aether Raids. If you build an Escape Ladder (O) and are defeated or surrender in battle, the battle’s Aether cost will be refunded. Escape Ladder (O) can be used up to three times per season.

Please see Fire Emblem Heroes Updates for more details.

6. Additional Heroes Can Be Summoned Using Heroic Grails
The following Heroes can now be summoned using Heroic Grails:

  • Dorcas: Pumpkin Smasher
  • Aversa: Dark One

With a Log-In Bonus to celebrate the release of Ver. 3.0.0, you can receive Orbs up to 10 times between 12/10/18 at 11:00 p.m. and 12/31/18 at 10:59 p.m.!

We hope you continue to enjoy the Fire Emblem Heroes game! For more information about Fire Emblem Heroes, please visit the official site.


Fantasy Violence
Suggestive Themes
Partial Nudity
Digital Purchases

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Survey shows devs are more concerned over Steam’s algorithm

Following Valve’s decision to change their revenue share splits and Epic’s launch of a new digital storefront, developers have many things to consider now when it comes to publishing their games to Steam or not.

Indie developer Lars Doucet published a survey earlier today reaching out to fellow devs across the world spanning different communities, with some choosing to reveal information about their lifetime earnings on Steam.

Doucet conducted a Steam developer survey in the past, noting that this year’s results should be taken with a grain of salt given the time constraint, authenticity of some answers, and unintentionally ambiguous language used when asking questions. 

When asked what the more important issues plaguing Steam were, devs shared concerns over “not getting screwed by the algorithm,” More transparency from Valve, and curation. According to Doucet’s survey, the results were pretty consistent among revenue tiers.

“Given how much ink has been spilled about revenue share, it’s interesting to see that topic edged out by ‘Not getting screwed by the algorithm’, and also to see this concern shared across revenue tiers — at least in this sample, it’s not just the < 250K crowd, it’s everyone, even the million+ earners,” Doucet notes. 

The survey also asked devs to share their opinions about Valve, which Doucet points out has had an overall negative shift compared to last year’s study. “The ‘Western’ sub-group actually feels more negative about Steam than the overall population,” Doucet points out.

“The biggest thing that sticks out in the survey is that revenue share is not developer’s #1 concern. I mean it’s way way up there (nearly tied for first in fact), but the top issue is not getting screwed by ‘the algorithm,” he shares in his analysis. 

“Even if Valve is hearing developers’ concerns, they aren’t listening to them. The difference is that listening includes understanding, as well as acknowledgment,” he adds.

“To Valve’s credit, they have added some improvements to the developer support system. But there’s still plenty of developers who feel shut out, and as this chart clearly shows the sentiment is getting worse.”

The entire survey goes into more depth around how devs feel about curation and transparency, so interested developers can look at that here. Be sure to take the results with a grain of salt. 

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Pocket Tactics Presents: The Reader’s Choice Game of the Year Award 2018

By Admin 10 Dec 2018

While we’re always experimenting with how best to handle the GOTY awards, one thing we will never change is giving you guys the opportunity to speak your own minds. After all, everything we do here is for you, the readers, and so the ‘Reader’s Choice’ award is your opportunity to have the final say on mobile gaming in 2018.

We’re keeping things simple this year: We’re only including games that we’ve reviewed that got five stars that released in 2018. We’ll include the full list below so you can pick which game you feel is best of the best.

But we also recognise that we don’t get a chance to review every release in a year, and that sometimes many of you disagree with how we score games. That’s why we’re also bringing back the ‘Wildcard’ vote – your chance to nominate any mobile game released for recognition.

The rules for the Wildcard nomination are:

  • The mobile game had to have had its first/initial release on iOS or Android between January 1st and December 31st 2018.
  • Games that were released on additional platforms in 2018, but had their initial release prior to January 1st 2018 are NOT eligible.
  • To assist in data collection, please use the name of the game as it is displayed on the iTunes store. If it’s an Android-only game or you’re unable to access the iTunes store, you may use the Google Play store name (sometimes they can differ). We’d recommend copying and pasting, if you can.
  • Any genre is allowed, as well as any type of game – F2P, Premium etc…
  • You also have the option of telling us the reason for your nomination, if you wish it, in a follow-up text box.

The form is embedded below, voting will be open from today till Friday, December 21st 2018, and we’ll publish the results over the Christmas break.

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Review: Morels

Every time we visit our local supermarket my wife always bemoans the limited choice of mushrooms. If we are especially lucky, lurking at the back of the shelf there may be a sweaty packet of shitakes but that is usually as good as it gets. I guess that you could always buy a kit and attempt to cultivate your own crop or you could go out foraging.

Unfortunately, the first option requires patience and the latter one is not without risks. Munch on the wrong mushroom and you could either find yourself tripping out of your head or on the mortician’s slab. It seems a lot more prudent to stick to playing a game or two of Morels.

Morels is a pretty straightforward card game in which the aim is to collect sets of mushrooms. There are two decks of cards, a large deck of day cards and a much smaller deck of night cards. The beautifully illustrated day cards depict the various types of mushrooms that you can collect. These range from the fairly common honey fungus to the ultra-rare and highly sought after morel. Be warned, because also lurking in this pack is the deadly Destroying Angel, which you obviously want to steer well clear of.

Morels 1

Also in the day deck are some items that will help you cook your fungi, these include frying pans and butter. Finally, there are eight moon cards; take one of these and you will be able to draw a card from the night deck. This introduces a push your luck element. The night cards consist of an extra copy of all eight types of edible mushrooms but you have no idea which one you will draw. The big advantage is that each night card counts as two mushrooms.

At the beginning of the game, each player is dealt three cards from the deck of day cards and a further eight cards are placed in a line. These cards represent the forest trail where you will commence your foraging.  The most basic action is to take one of the two cards at the start of the trail. There is a limit to how many cards can be held at once but playing a basket card can permanently extend this.

After each turn, the card left at the start of the trail is removed and placed in the decay pile.  Think of it as the bargain section of your local supermarket, for all those products about to pass their sell-by dates, which are often surrounded by a gaggle of old ladies with sharp elbows. This decay pile can hold up to four cards, after which the pile is emptied and the cards removed from the game. Instead of taking a card from the trail players can instead take all of the cards in the decay pile.

Morels 3

This is a good way of filling your hand, although the choice of cards on offer may not always be ideal. If neither the cards at the start of the trail or those in the decay pile are of interest to you, then you may wish to consider making preparations to delve deeper into the forest. You can trade in two or more matching mushrooms for some foraging sticks. On a later turn, you can use these sticks to take cards from further along the trail.

Gathering mushrooms is only half the fun. Next, comes the most important part where you actually sample the fruits of your labour and earn some points into the bargain. To commence cooking you need at least three mushrooms of the same type and a frying pan. You can enhance the flavour and points scored by adding some butter or a splash of cider. However, you are not a very adventurous cook and can never mix mushrooms of different types. Throw your chosen ingredients into the pan and with a delicious sizzling sound, your dish will be complete. Yum.

Instead of taking inspiration from a dusty Victorian botanical textbook, the artist has taken an altogether more whimsical approach. Hence, the cards are illustrated with some old-fashioned and quirky artwork in keeping with the weird and wonderful names of the mushrooms in the game. I doubt whether you will find a packet of Hen of the woods or Lawyers wig in your local Tesco’s. It is just a shame that the cards aren’t bigger. There seems to be a lot of dead space and I’m fairly certain that the screen could have been used more effectively. Furthermore, the background graphics are really basic and sit uneasily alongside the beautiful cards.

Morels 2

There are the usual options; you can take part in an online match or play offline against a computer opponent or a fellow human. It is a nice touch that the developers have bothered to add a range of different game variants. You can ditch the baskets in exchange for a larger hand limit, remove the moon cards or even add a load of extra morels to the deck. The chief advantage of playing this digital version is that you do not have to constantly shift cards around to refresh the trail.

Morels is a rather laid back and relaxing pastime. This probably explains why the original card game proved to be very popular with couples. The only things to beware of are those poisonous mushrooms. Thankfully, Destroying Angels do not kill you, but they do temporarily reduce your hand limit, which may also force you to discard cards. They are pretty easy to avoid, which means that their presence is only a minor inconvenience.

Overall, Morels is a fast-playing light game with a unique theme. In spite of its simplicity, there are still enough interesting decisions to keep players involved. It doesn’t attempt to introduce anything groundbreaking, but it does feel nicely balanced, requiring a satisfying mix of timing and luck.

Yes, I made it to the end of the review without a single fungus or mushroom related joke (congratulations -ED).

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Dota 2 Update – December 9th, 2018

7.20e:
==
* Wraith Band: Bonus agility reduced from +8 to +6 (cost reduced by 25)
* Bracer: Bonus strength reduced from +8 to +6 (cost reduced by 25)
* Null Talisman: Bonus intelligence reduced from +8 to +6 (cost reduced by 25)
* Power Treads: Bonus damage reduced from 16 to 12

* Anti-Mage: Counterspell duration reduced from 1.4 to 1.2
* Anti-Mage: Counterspell manacost increased from 40 to 45/50/55/60
* Beastmaster: Level 25 Talent reduced from +40 Inner Beast Attack Speed to +30
* Brewmaster: Drunken Brawler critical damage reduced from 200/220/240/260% to 170/200/230/260%
* Brewmaster: Drunken Brawler cooldown increased from 20/19/18/17 to 23/21/19/17
* Bristleback: Strength gain increased from 2.2 to 2.5
* Bristleback: Bristleback now considers damage from towers as valid
* Chaos Knight: Chaos Strike lifesteal increased from 35/45/55/65% to 50/55/60/65%
* Dark Seer: Surge speed reduced from 36/54/72/90% to 30/45/60/75%
* Dazzle: Poison Touch cast range reduced from 600/700/800/900 to 500/600/700/800
* Dazzle: Poison Touch manacost increased from 80/100/120/140 to 95/110/125/140
* Dazzle: Shallow Grave cooldown increased from 60/45/30/15 to 60/46/32/18
* Death Prophet: Spirit Siphon charge replenish time reduced from 60/55/50/45 to 60/52/44/36
* Death Prophet: Exorcism damage increased from 56-61 to 59-64
* Ember Spirit: Strength increased from 20 + 2.4 to 21 + 2.6
* Grimstroke: Ink Swell max stun duration reduced from 1.7/2.4/3.1/3.8 to 1.4/2.2/3/3.8
* Grimstroke: Soulbind cooldown increased from 90/70/50 to 100/75/50
* Gyrocopter: Agility gain increased from 2.8 to 3.1
* Huskar: Level 10 Talent reduced from +20 Damage to +15
* Juggernaut: Omnislash bonus damage from 30/45/60 to 30/40/50
* Keeper of the Light: Will-O-Wisp off period increased from 1.75 to 1.85
* Keeper of the Light: Will-O-Wisp AoE increased from 650 to 675
* Lifestealer: Agility gain increased from 1.9 to 2.4
* Lina: Base armor increased by 1
* Lone Druid: Base movement speed reduced from 340 to 330
* Lone Druid: Spirit Bear movement speed increased from 340/350/360/370 to 340/355/370/385
* Lone Druid: Level 10 Talent reduced from +150 Attack Range to +125
* Lone Druid: Level 20 Talent improved from -0.2 Spirit Bear Base Attack Time to -0.3
* Magnus: Empower bonus damage reduced from 20/30/40/50 to 10/20/30/40%
* Magnus: Empower cleave reduced from 20/38/56/74% to 14/34/54/74%
* Magnus: Reverse Polarity cooldown increased from 120 to 130
* Night Stalker: Dark Ascension cooldown reduced from 160/140/120 to 140/130/120
* Outworld Devourer: Equilibrium mana restore from 80/100/120/140% to 65/90/115/140%
* Phantom Assassin: Phantom Strike duration reduced from 2.25 to 2
* Phantom Assassin: Stifling Dagger manacost increased from 30/25/20/15 to 30
* Phantom Assassin: Coup de Grace critical damage reduced from 210/330/450% to 200/325/450%
* Phantom Assassin: Blur manacost increased from 30 to 50
* Puck: Base armor increased by 1
* Puck: Illusory Orb cooldown reduced from 14/13/12/11 to 13/12/11/10
* Queen of Pain: Agility increased from 18 + 2 to 22 + 2.2
* Queen of Pain: Scream of Pain manacost reduced from 110/120/130/140 to 95/110/125/140
* Riki: Base damage increased by 3
* Sand King: Sand Storm damage reduced from 25/50/75/100 to 20/40/60/80
* Shadow Fiend: Base armor increased by 1
* Slark: Level 20 talent reduced from +1.5s Pounce Leash to +1.25s
* Spectre: Haunt illusion damage increased from 40/55/70% to 40/60/80%
* Storm Spirit: Base damage increased by 2
* Sven: Base movement speed increased from 290 to 295
* Sven: Warcry shield health is 25% stronger on your hero
* Terrorblade: Metamorphosis movement speed loss increased from 25 to 30
* Undying: Flesh Golem cooldown increased from 110 to 125
* Undying: Level 10 Talent reduced from +10 Health Regen to +8
* Ursa: Base movement speed increased from 305 to 315
* Venomancer: Poison Nova damage increased from 30/55/80 to 40/65/90

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Video Game Deep Cuts: Smash That Punch-Out, Hard

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


[Video Game Deep Cuts is a weekly newsletter from video game industry ‘watcher’ Simon Carless (GDC, Gamasutra co-runner), rounding up the best longread & standout articles & videos about games, every weekend.

This week’s surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.

Thanks for tagging along for Issue #118 of Video Game Deep Cuts! A little busy overseas, so sorry, this is as erudite an intro as you’re getting this week! Salut!

Until next time…

– Simon, curator.]

——————

What the Popularity of ‘Fortnite’ Has in Common With the 20th Century Pinball Craze (Clive Thompson / Smithsonian Magazine – ARTICLE)
“As with violence, these fears are probably overblown, as psychologists like Powell-Lunder note. The great majority of kids learn to self-regulate, and appreciate when parents help set limits, she says. Plus, Fortnite has many benefits, she notes: “It’s enormously social—it’s a really good connector,” attracting many girls and other kids who normally don’t play games.”

The 13 biggest announcements from The Game Awards 2018 (Nick Statt & Andrew Webster / The Verge – ARTICLE)
“The Game Awards is ostensibly the equivalent of the Oscars for the video game industry, but the biggest names in interactive entertainment have never been known to turn down a good marketing opportunity. So The Game Awards have also evolved into a jam-packed news event, with new trailers, game announcements, and other surprises packed in between the night’s slate of prizes. [SIMON’S NOTE: a useful compendium here.]”

Move over AlphaGo: AlphaZero taught itself to play three different games (Jennifer Ouellette / Ars Technica – ARTICLE)
“Google’s DeepMind—the group that brought you the champion game-playing AIs AlphaGo and AlphaGoZero—is back with a new, improved, and more-generalized version. Dubbed AlphaZero, this program taught itself to play three different board games (chess, Go, and shogi, a Japanese form of chess) in just three days, with no human intervention.”

The Story of Punch-Out!! (Gaming Historian / YouTube – VIDEO)
“A documentary detailing the complete history of Nintendo’s Punch-Out!! video game series. In 1983, Nintendo had a problem: They had too many arcade monitors. Rather than toss them, they made a new game that could use 2 monitors. That game was Punch-Out!!, one of Nintendo’s most beloved franchises.”

The 30 Best Videogames of 2018 (The Paste Games Writers / Paste – ARTICLE)
“You can say a lot a things about 2018, but you can’t say that it didn’t have a large and diverse batch of really good videogames. The constant churn of this job makes it hard for me to remember what I played last week, much less years ago, but I can’t recall a recent year with such a wide-ranging assortment of games worth playing and crowing over.”

Smash Bros. Ultimate review: The best fighting game on any Nintendo system (Sam Machkovech / Ars Technica – ARTICLE)
“Super Smash Bros. Ultimate isn’t content being merely a “big” video game. Nintendo’s latest mascot-fighter sequel seems determined to wallop you over the head with its enormity, even after establishing itself as an oversized package. [SIMON’S NOTE: also see like a zillion other reviews, 99% of them very positive.]”

AdvX 2018 – Jon Ingold – Sparkling Dialogue: A Masterclass (Jon Ingold & Sally Beaumont / AdventureX / YouTube – VIDEO)
“Game conversations are all too often static and stagey: there’s none of the messy, fun and characterful back and forth that makes a conversation sparkle. Using Ink and assisted by Sally Beaumont, Jon Ingold (Heaven’s Vault, 80 Days) will create conversations that are dynamic, contextual and full of moments of connection. [SIMON’S NOTE: the other AdventureX 2018 videos are up too!]”

Valve’s New Game ‘Artifact’ Is a Perfect Machine for Making Money (Matthew Gault / Motherboard – ARTICLE)
“Valve is great at making video games, but it’s even better at making money and Artifact is a perfect machine designed to efficiently extract value from its players. It does so by selling players card packs. You don’t have to buy them, and I can imagine myself having a lot of fun with Artifact without buying any packs if I tried.”

Video games saved my life (Scott C Jones / The Globe & Mail – ARTICLE)
“I know video games will probably never stop being maligned, chased into metaphorical old windmills by metaphorical villagers bearing metaphorical torches. This pains me deeply. It pains me because video games saved my life. [SIMON’S NOTE: an incredibly personal story of trauma – in fact, multiple traumas – & games.]”

The Joy of Playing Dress-up in Team Fortress 2 (Kyle Morrell / VRV Blog – ARTICLE)
“Valve was a pioneer in managing massive virtual economies and while a lot has been written and said about the immense, complex, and robust world of trading high-value Team Fortress 2 items, I don’t care about that. I just care about dressing up my mercenaries all cute.”

FLATLINE: How The Amiga Languished (Ahoy / YouTube – VIDEO)
“[SIMON’S NOTE: Not chiefly about video games, but includes some material on Cinemaware’s Defender Of The Crown & various other bits of Amiga goodness as well. And it’s from the genius creator of the recent Monkey Island & Polybius mini-docs.]

How Bad North makes humans out of little soldiers (Alex Wiltshire / RockPaperShotgun – ARTICLE)
““The units should feel like humans,” says Oskar Stålberg, co-creator of Bad North, a strategy game about little soldiers defending their islands against bad Vikings. “They’re quite stylised; they don’t have faces and barely have arms, but they should feel human in their behaviour and what they’re capable of doing. They should feel fragile and it should look like fighting is a courageous effort.””

Spacewar! Creators Didn’t Know They Were Making History (Gita Jackson / Kotaku – ARTICLE)
“Long after I’m dead, if the country remains unscathed, there will be a recording with me on it in the Smithsonian. On it, I will be heard asking the developers of Spacewar! if they had any idea what the video game industry was going to become when they made their game in 1962. [SIMON’S NOTE: see also: ‘Spacewar!’: Birth of the Game Industry’.]

The video games that are good for your children (Keza MacDonald / The Guardian – ARTICLE)
“Quirky and egalitarian, Toca Boca’s games are a world away from the usual half-hearted or exploitative kids’ apps. We meet the Scandinavian company taking child’s play seriously.”

Red Dead Redemption 2: A deep dive into Rockstar’s game design (Dean Takahashi / VentureBeat – ARTICLE)
“Among the gems from our conversation: Rockstar once cast Red Dead Redemption 2’s main design as a procedural world (one that the game’s software generates), with stories driven by the open world and emergent behavior. But the company trashed it because it just didn’t work.”

How Neopets was sold to Scientologists (People Make Games / YouTube – VIDEO)
“Hey, who remembers Neopets? If you used the site back in the early 2000s, you might be surprised to learn that it was once owned by a group of devout Scientologists. Join Chris as he investigates the link between virtual pets and Scientology.”

The A.V. Club’s favorite games of 2018 (Various / A.V. Club – ARTICLE)
“There isn’t a clean-cut narrative to the games that stuck with us in 2018—which span massive superhero extravaganzas, elliptical horror experiments, and psychedelic VR rhythm games—which is, truly, proof of how rich and exciting games can be.”

Tim Sweeney Answers Questions About The New Epic Games Store (Matt Bertz / Game Informer – ARTICLE)
“The PC game distribution business could experience a giant shakeup in the coming months and years following the news that Fortnite creator Epic Games has built its own store. This new developer-friendly model offers a dramatically more favorable revenue split than rival marketplaces like Steam, but beyond that, we still have questions about how this Epic Games Store operates. Who better to answer our questions than Epic Games founder Tim Sweeney? [SIMON’S NOTE: also see a short Eurogamer Q&A.]

The Making of Divinity: Original Sin 2 (Gameumentary / YouTube – VIDEO)
“Our second documentary on Larian Studios takes a deep dive into the development of Divinity: Original Sin 2.”

What ‘Darksiders 3’ Teaches Us About Gaming’s Weirdest Company, THQ Nordic (Patrick Klepek / Waypoint – ARTICLE)
“Is THQ Nordic the gaming equivalent of Ikea, selling surprisingly good stuff at a reasonable price, undercutting the notion spending more means getting better?.. Is THQ Nordic masquerading as Big Lots, a valuable “YO, we’ve got everything and it’s cheap as hell,” store, but one that works because it’s honest about what it’s selling? Or is THQ Nordic a flea market, full of cheap knockoffs and hand-me-downs in questionable condition?”

 

——————

[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected] MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]

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Daily Deal – Just Shapes & Beats, 25% Off

Prey: Typhon Hunter is Now Available on Steam!

Fight overwhelming odds to escape a secret TranStar moon base where the enemies you encounter, the hazards you face, the goals you complete, and the loot you collect are different each time you play. With changing environments as dangerous as they are dynamic, the Mooncrash campaign for Prey will offer a fun, infinitely replayable challenge to test even the most skilled players.

TranStar VR is a single player VR-only campaign included in the Typhon Hunter update. This campaign puts you in the shoes of various TranStar employees as you complete objectives and solve intricate puzzles on Talos I, just days before the events of Prey.

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Video: The GDC 2011 game design challenge

In this classic 2011 GDC game design challenge, Jenova Chen, Jason Rohrer and John Romero all pitch hypothetical games that create a combination of gameplay and religious concepts.

The challenge tasked developers with creating a game that is also in some way a religion — or a religion that is in some way a game. An interesting design prompt, to say the least.

It was an insightful talk that’s definitely still worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent company Informa