Posted on Leave a comment

Video: Saints Row: The Third and designing over the top

In this GDC 2012 session, Volition’s Scott Phillips discusses the initial tonal and creative boundaries for Saint’s Row: The Third and explains the processes used to iterate and improve on the massive open world game.

Phillips goes over some features that didn’t make it into the final game and why, and also showcases which processes were improved during the middle of development, providing an inside look at how a game as over the top as Saints Row gets made.

It was an insightful talk that’s still definitely 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 UBM Americas.

Posted on Leave a comment

Sony will not be present at E3 2019

Sony Interactive Entertainment will not be present during E3 2019, choosing to pull PlayStation from the annual trade show and focus on looking for “inventive opportunities to engage the community,” according to a statement given by the company to Game Informer. 

The Entertainment Software Association (ESA), the lobbyist group that runs E3, also confirmed the news earlier today in a press release.

When prompted as to whether Sony would hold its event off-site, like how Electronic Arts provides a show close to E3, PlayStation senior vice president of communications Jennifer Clark said that they “will not activate or hold a press conference around E3.”

While this decision may come as a shock, it’s not entirely surprising given that Sony’s current roster of games, including Death Stranding, The Last of Us 2, and Ghosts of Tsushima, were showcased last year and none them have release dates as of yet. It’s likely that the company’s 2019 lineup would have revolved around those titles.

“PlayStation fans mean the world to us and we always want to innovate, think differently and experiment with new ways to delight gamers. As a result, we have decided not to participate in E3 in 2019,” the statement continues.

“We are exploring new and familiar ways to engage our community in 2019 and can’t wait to share our plans with you.”

It’s worth noting that this news comes a few months after Sony announced its annual fan event, PlayStation Experience, will not be happening this year. 

Posted on Leave a comment

Now Available on Steam – killer7, 10% off!

killer7 is Now Available on Steam and is 10% off!*

Step into the stylish and sinister world of killer7, the cult classic from Grasshopper Manufacture, Ltd., available for the first time in 13 years. Renowned for its unique gameplay and legendary storytelling from SUDA51, Hiroyuki Kobayashi, and Shinji Mikami, arrives on Steam for the first time.

*Offer ends November 22 at 10AM Pacific Time

Posted on Leave a comment

The Weekender: No Android Edition

What is this nonsense? The Weekender on a Thursday? Where’s the manager!? Oh right, that’s me… Due to some annual leave I’m taking over the next two weeks, you’re getting our usual weekly update on a Thursday.

Hope that doesn’t shatter your world views or anything…

What we’re up to

Following up on the Diablo Immortal announcement, we had Nick whip up a critical analysis on what that game needs to do right in order to compete with the already existing (and thriving) action-RPG genre on mobile. It’s not enough to just turn up with the IP, after all.

We also brought you an in-depth look at C&C Rivals’ beta version, ahead of its launch on December 4th. Only one review this week – Squids Odyssey.

In terms of upcoming projects:

  • A new guide on excellent games like Pokemon Go/Ingress Prime.
  • Reviews of Royal Adviser & Football Manager 2019.
  • Our Black Friday coverage will be continually updated through-out the week.

You’ll also have noticed we’ve been updating our strategy genre ‘Best of Lists’ through-out the week. We’ll probably be updating a few more as well through-out the rest of the month. Tomorrow, we’re kicking off our Black Friday sales coverage, as a few places are already getting a head start on that.

Meanwhile, in the mobile gaming…

Out Now

Only two projects caught our eye this week, and they’re both only on iOS. Sorry Android readers!

Black Paradox (iOS Universal)

Nothing screams science-fiction than time-travel and black holes, and arcade-shooter-roguelite thing Black Paradox is positively belting out its retro sci-fi imagery. You play as a Bounty Hunter who travels around in a space car, which you can upgrade with lots of weapons and power-ups.

You also get to unleash a killer move of the same name, apparently. It’s not our usual fare, but it’s colourful and provides plenty of content at a reasonable price. Pretty sure I played this game on my Commodore 64 as a kid, except you were Santa Claus.

[embedded content]

Endless Archery (iPhone)

Angry Birds may have been one of the early posterchilds for the F2P phenomenon, but it’s core gameplay offering was pretty solid. Throw a bird at a pre-made structure and try to cause as much devastation to get the most points. Endless Archery, while involving neither birds nor structures, feels like it might inspire the same kind of desire to master.

You fire arrows at distant targets by setting the angle and power of each shot, accounting for wind and the procedurally generated terrain. Even in real-life Archery is kind of cool and trying to master your shots in digital form should be no less engaging. It also comes with online leaderboards for never-ending humble brags.

[embedded content]

Updates

Both of this week’s updates actually dropped last week, so apologies for that.

Crashlands (Review) (iOS Universal & Android)

One of our favourite action-RPGs has gotten even better. The update last week added same-screen co-op, where player 2 plays as Juicebox. This works with both players using gamepads or just player 2 using a gamepad, more details on that here. There were a few other minor QoL changes as well.

Templar Battleforce Elite (Review) (iOS Universal & Android)

This was in last week’s Sales update, and from what we can tell it’s still going cheap on iOS if anyone wants to pick it up. The November 8th update added a bunch of new weapons and changed some existing ones, as well as adjusting spawn rates of Xeno enemies.

Sales

We’re not reporting on any sales today as we’ll be kicking off a week-long sales guide to prepare you for Black Friday starting tomorrow. I’ve had a quick look – you’re not missing out on much, other than Icewind Dale being ridiculously cheap on iOS.

There’s not been a lot of Android love this week, but Door Kickers is also having a sale on Google Play, if you haven’t picked that up yet.

Seen anything else you like? Played any of the above? Let us know in the comments!

Posted on Leave a comment

Humble RPG Game Dev Bundle

The folks over at Humble Bundle are running another bundle of interest to game developers, the Humble RPG Game Dev Bundle.  It’s a large collection of RPG Maker (don’t worry, they can be used outside of RPGMaker in your engine of choice) assets including sprites, tiles, sound fx, icons and more.  Humble Bundles are collections with different priced tiers, with a portion of the proceeds going to the content maker, a charity of choice (Child’s Play in this case) as well as to Humble Bundle themselves.  I normally full heartedly recommend Humble Bundles to people, but this time I must give a bit of a warning due to the attached license.

From the license:

4.1. A “Licence” means that the Seller grants to GDN (purely for the purpose of sub-licensing to the Purchaser) and GDN grants (by way of sub-licence thereof) to the Purchaser a non-exclusive perpetual licence to;

(a) use the Licensed Asset to create Derivative Works; and

(b) use the Licensed Asset and any Derivative Works as part of either one (1) Non-Monetized Media Product or one (1) Monetized Media Product which, in either case, is:

i) used for the Purchaser’s own personal use; and/or

ii) used for the Purchaser’s commercial use in which case it may be distributed, sold and supplied by the Purchaser for any fee that the Purchaser may determine.

That 4.1 b is going to be a huge deal breaker for many people.  If you are intending to use these assets for personal use, the license wont matter.  If you are looking to distribute your works however, do be sure to go over the license with a fine tooth comb, as that clause seems to limit you to a single product, commercial or otherwise!  There is a discussion of the bundle going on over on /r/gamedev if you are interested in learning more.

EDIT – An update on the licensing terms.  The publisher of the assets have reached out to me on Twitter to announce they’ve heard the complaints regarding the license and are updating it to be more developer friendly.  Additionally I signed up for the Humble Bundle partner program, meaning purchasing through the above link will help support the channel.

image

[embedded content]

Art GameDev News


Posted on Leave a comment

Two years on, Overwatch’s producers talk toxicity, crunch, and live game dev

This year, Blizzard’s blockbuster hero shooter Overwatch turned two years old, and between increasing esports bounties and an ever-growing roster of characters, the shooter doesn’t look to be slowing down anytime soon. 

So what’s powering Blizzard’s success with Overwatch? While we can’t deny the value of playable hamsters and robots who wear little hats, there’s also a lot to be said for the importance of production and leadership that’s able to respond to internal and external challenges. 

At Blizzcon, we were able to sit down for a chat with executive producer Chacko Sonny and producer Nicole Gillet to discuss how Blizzard is handling challenges ranging from player toxicity to industry-wide labor questions.

The following Q&A has been edited for length and clarity.

Sonny: I think the North Star for Blizzard when it comes to managing their product is we are very community-focused, and we will respond to what the player wants. It doesn’t mean that we’re slavishly following every forum post. Rather, it means that we, as players ourselves, have a sense of the energy and the direction that the community has around a product.

So early on, you might remember…I think there was a period of time where there was one competitive season roll that was longer than a week break. It might have been two or three weeks, even. And we saw that it had a meaningful negative impact on the community engagement, just how much people were playing the game and whether or not they felt like they were getting rewards for their playing competitive. And there was a real palpable, concrete lesson there for us. Competitive seasons are critically important for the portion of the player base that is into competitive play. We need to be planning better for the breaks in between them, the changes that we roll into those seasons, and making sure that it goes much more quickly in between the competitive seasons.

 

“We think that it’s incredibly important from a Blizzard production standpoint to be flexible and adaptable in that way and really respond.”

And it also affects things like our cadence around content deliveries. We know roughly or exactly how long it takes to create heroes and maps and things like that. And we want to have a very long view of what we can do for the live game so as we learned in the course of the immediate months after release what the appetite was for those and how frequently we wanted to provide those, we tweaked our release schedule to be able to support that.

Gillet: Well you know, as producers we always like to have a plan, right? But we understand that our strength is adapting our plan to what’s happening. We don’t just put out a game and then go “there it is,” and then just do something else.

Our game is like…it’s living, it’s breathing, it’s organic. So once you put it out you study it, analyze it, listen to all our community input, and then decide what we want to do. So yes, of course we like to have plan but, it’s fun and it’s not a big deal to change it around. 

Sonny: Here’s another really good example: Lucioball was kind of a mode that started as an idea, not even as something that was necessarily concretely planned out but like “hey we should go ahead and do that, ok. Tweak it, tweak it, iterate it, iterate it. This seems like it’s gotten a lot of traction,” and now it’s a fixture in Summer Games.

It’s a regular recurring component. We think that it’s incredibly important from a Blizzard production standpoint to be flexible and adaptable in that way and really respond.

Sonny: I think one way to frame it for you is that we on Team 4 understood that this was not even just an Overwatch question; this is a broader Blizzard question. And then on top of that when we look at the Blizzard value of “lead responsibly,” we think of this as a game industry question. But we started with the area that we could influence most directly, which were the core values of Team 4 and Overwatch

“Play nice, play fair” resonates with us very deeply. As a result, we had the ability to understand what our players were doing in-game, and we had all the telemetry and tools that we put into the game to be able to parse not only their communication in game, the chat, but also the behavior in the game.

And then we had this incredible department we work with — which I won’t go into too much detail about because we don’t want to give away all of our tactics that we have in combating toxicity — we felt like there was a an opportunity. 

It was largely driven by those guys who looked at it and felt, “hey we have the this technology, this machine learning capability, that can help us automate a bunch of the work that previously was largely manual, human-driven.”

I think we’ve made some headway but we’re very aware that this is an ongoing process and we’re not done, but it’s something that we should always be vigilant about. 

Gillet: I have to say, I’m certainly biased, but I think our QA team is the best in the industry. I think that it would be a large misconception to believe that all they do is just do boops five times a day. We have lots of automation that takes care of that for us so that our QA team can really focus the actual things that humans can provide: insight into the game.

So they do competitive play testing for us, they give us feedback on all of our early iterations on things, they’re with us every step of the way. So I think that QA is a huge tool, resource, and partner for production in making sure that we’re understanding the priorities of the community, we’re understanding the priorities of the players, and we’re making the best game that we can. 

Sonny: You’ve gotten to kind of the core of what it means to make a game this days. The most important thing for us in Overwatch has been engagement. Engagement drives everything, whether its monetization, whether it’s your ability to iterate on your game by getting feedback.

 

“QA is a huge tool, resource, and partner for production in making sure that we’re understanding the priorities of the community.”

All that comes through things that make people want to play, and spend more hours in the game. Every game has different things that they do to create deep engagement, and for us that North Star has always been incredible characters with deep relatable storylines, with action and gameplay that’s super accessible, but has that sort of deep mastery. 

So you see this regular cadence we have of heroes and maps that continue over time. Even for players that may have lapsed, we want them to come back. We hope there are people who see Ashe and, “oh man I got really great at Widow, but I want to come back and play Ashe.”

We hope that that’s an engagement driver for them. Being really clear on what those drivers are, and making sure that your core development expertise is [focused on] those components is probably one of the most important lessons that we have. 

The other piece that we say is important for online games is that you cannot think of your game as — and this may just be of Overwatch, but I’ll say it more generically — you cannot think of your game as the only part of your franchise. As I think you’ve seen, the way that games kind of succeed or fail more broadly these days is as franchises. And that doesn’t just mean as a series of products. It means the entire world, the universe of products within that IP. So we think of Overwatch as the game, the Overwatch League, the consumer products, the linear media, the comic books, all of those things are part of that business if you think of it just as once piece.

Sonny: Sure. So, I think, you know obviously we can’t comment on other companies, but I think we as being part of the industry, obviously we’re super aware of all of these things, and for a lot of us, it was heartbreaking to read. In the case of the issues around discrimination in the industry, that was really disturbing and we were humbled by the courage it took for people to raise that stuff and tell their stories.

We, many of us all, have friends who had friends who had either worked at Telltale or worked there currently, and the initial immediate response was how can we scramble as an industry just through formal and informal networks to make sure we can find places for those individuals who have worked so hard to be able to find new gigs. 

Those moments really make me proud of the folks in the industry who have worked to do that. As it relates to sort of work/life balance, I believe it is a core value of Blizzard to find a balance between your work and your home life and your personal life and your passion and your energy and your enthusiasm for creating something.

I won’t suggest that there aren’t times where things are more busy than others but, and Nicole knows this, our job as producers is to do as good of a job as we can to plan to make it such that crunch isn’t required. It’s specifically a production responsibility to do that planning and try and maintain that. It’s core to what Blizzard is and what I think Blizzard stands for. So I think we’re doing the best we can. 

Gillet: I think as producers our job is to make sure that our team is well taken care of, and that they’re happy and that they feel pride in their work. I feel that we take necessary steps to make sure that they feel that way and if they don’t, we try to address it.

Sonny: There are all these things that I can’t tell you about, those are all things I’m super excited about. Oh, I’ll tell you one thing that I’m super excited about that I’ve been at the show for a full day and haven’t had a chance to do. I want to have some Lucio-Ohs. And second, having Lego sets of something I’ve worked on is…

Gillet: It’s surreal, isn’t it? 

Sonny: It’s the ultimate thing because I grew up, like my first things of making something were making Legos. From when I was the youngest possible age to make things was making things with Lego. So I just cannot wait to try that.

Posted on Leave a comment

It’s…Clean Out Your Fridge Day?! Gather your courage with these foodie-friendly games.

It’s…Clean Out Your Fridge Day?! Gather your courage with these foodie-friendly games.

Darkness has fallen in a frigid land where unspeakable mutants have taken over. Only you, armed with a sponge, can help tame the darkness…

So, is this the latest adventure game for the Nintendo Switch™ system? Nope! It’s the inside of my fridge!

Yes, today is National Clean Out Your Fridge Day. As a tribute to the food related journey that you may or may not take today, here’s a list of foodie-friendly games. Just don’t put off cleaning your fridge too long. Who knows what’s lurking in there…

Super Mario Party
Super Mario Odyssey
The Legend of Zelda™: Breath of the Wild
Overcooked 2
Battle Chef Brigade
Yonder: The Cloud Catcher Chronicles
Johnny Turbo’s Arcade: Heavy Burger
Little Dragon’s Café
Don’t Starve: Nintendo Switch Edition
All Star Fruit Racing

Posted on Leave a comment

Nintendo Power Podcast episode 10 available now!

Nintendo Power Podcast episode 10 available now!

Nintendo Power Podcast is the official podcast of Nintendo of America, in which guests such as Nintendo employees and developers discuss the world of Nintendo each month.

In Episode 10, host Chris Slate is joined by Theresa Apolinario from Nintendo Treehouse and Zach Drapala from SwitchForce and GhostRobo on YouTube to discuss five features for longtime Pokémon fans in the Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Evee! games. The group also talks about other recent and upcoming Nintendo Switch games, answers listener questions, takes the Warp Zone quiz and more.

Nintendo Power Podcast is available on Apple Podcasts, YouTube, SoundCloud and Google Play Music and on the Nintendo Switch system in News.

We hope you enjoy the show!

–Your friends at Nintendo

Games Shown:

Posted on Leave a comment

Video: How Bound creates emotion through ballet

In this GDC 2017 session, Plastic’s Michal Staniszewski discusses Bound, a game that features a contemporary dancer in a procedural world inspired by demoscene and modern art movements. 

Staniszewski showcases the iterative process behind the game, explaining how only 10 percent of the original design doc was implemented in the final product.

He focuses on instances when the ballerina character and procedural generation of the world were implemented, and how the outcome of those decisions were presented during emotional moments of the game. 

It was an insightful talk that’s still definitely 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 UBM Americas.