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Watch Question’s Jordan Thomas and Michael Kelly discuss The Blackout Club

After The Magic Circle, the developers at Question took a long hard look at what it would take to keep their indie studio afloat in 2018. After a couple of years of radio silence, they’ve finally dived into the waters of Steam Early Access with their horror co-op game The Blackout Club.

Since the horror genre has enjoyed a resurgence with developers the last few years, it seemed noteworthy to check in with the studio filled with BioShock veterans and ask what their experience has been with developing an Early Access game. Now, after their chat on the GDC Twitch channel, you can watch their full discussion about their experiences. 

It’s an interesting talk, especially for developers who are conscious about the realities of their production models and what that means for making and selling games. You can click on the video above to watch the interview in full, and follow the GDC Twitch channel for more insightful developer interviews. 

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Review: Squids Odyssey

An unpleasant sludge is corrupting the ocean, but thankfully a team of likeable heroes is ready to spring into action and save the kingdom. Their mission will be fraught with danger but hopefully they can avoid becoming calamari. Squids Odyssey isn’t actually a new game, but an amalgamation of two previous releases. The original Squids was released way back in 2011 and a Wild West themed sequel was released a year later. The game proved popular enough to warrant a release on a range of Nintendo platforms.

These console versions were entitled Squids Odyssey and merged the two previous releases into one continuous adventure, whilst adding some extra content of its own. Now, this latest version has made its way back to mobile devices. This is great because the well-received original games fell by the wayside and will no longer work on modern devices. What isn’t so great is that at the time of writing the App Store doesn’t make it clear that this is not an original game. In respect to past customers, the publishers really should make this more transparent.

Squid Squad

Squids Odyssey is a light-hearted turn-based strategy game in which you command a squad of squid. The big difference is that instead of using action points to move your guys around the map, you instead catapult them across the screen. This is achieved by dragging their elastic appendages back with your finger before sending them hurtling across the landscape. This landscape in question is usually full of hazards. Care needs to be taken to avoid spiky sea urchins and to ensure that your squid doesn’t end up plunging off a narrow path into an abyss. The environments are also home to a range of crustacean enemies who will be doing their best to bash you into oblivion.

Moving around the screen costs stamina and you can usually squeeze at least two full powered flings from a squid on each turn. When a little more finesse is required you can reduce the power to ensure accurate positioning. Combat is hugely enjoyable; launch your squid into the melee and watch the mayhem ensue.  Squid ricochet around the environment rebounding from enemies whilst inflicting damage or sending them plummeting to their doom. The physics are solid with just the right level of inertia to ensure that the game doesn’t descend into total chaos. Scattered around each map are bonus bottles that contain numerous helpful consumables. These give various buffs such as stamina boosts or protective spiky shells. Public Health Warning: A squid really has to make sure that it chews its food properly, as their epiglottis runs through the middle of their doughnut-shaped brains.

Squids Battle

You can build your party from a range of fifteen different squid, each of which will fall into one of four categories. Scouts can increase their movement and offensive capabilities by employing an extra dash action. Shooters can attack from a distance, whilst troopers have an area attack that can strike multiple enemies. Finally, healers can give a health-restoring hug – I imagine that a hug from a squid is something to remember. Your squid can further improve their abilities by wearing one of a multitude of different hats, or by increasing their overall skill levels. Obtaining hats and level upgrades cost pearls, which can be obtained as you progress through each level. Pearls can also be used to purchase various special items from the shop.

The squid games have always looked great and presentation has further benefited from the extra polish of a console release.  There are some terrific cartoon visuals, cheery music and an engaging comical storyline. It feels like you have stepped into an episode of SpongeBob SquarePants, complete with an array of oddball aquatic characters. Apart from Bikini Bottom style levels, your squad will also battle through levels inspired by ancient Greece, imperial Japan and the Wild West. In total there are over ninety levels, with an estimated playtime of fifteen hours and that is even before you consider the expert mode. Perfectionists can also strive for faultless three-star ratings. A star is awarded for completing the level in a set number of turns, another for keeping all party members alive and the final star is hidden somewhere within the environment.

Squids Turtle

The levels are quite varied, with strong currents and warp gates adding to the challenge. There are even seahorse mounts that you can saddle up and ride into battle. On some levels you will simply be heading for the exit, whilst on others, you will need to survive for a set number of turns. There are also some more arcade-style levels that will have you trying to traverse spiky mazes as quickly as possible. One issue is that the difficulty curve is rather inconsistent.  The first few Wild West levels that actually appear later in the game feel like a return to the initial training levels. As you would expect from a game designed for touchscreen the controls are responsive and smooth. The only problem I had was that triggering special powers sometimes felt unresponsive and on occasion caused the entire game to crash.

Despite the simple premise and cartoony characters, you will find that there is a lot more depth to Squids Odyssey than initial impressions suggest.  Ensuring that your cephalopods are not left isolated, using the environment to your advantage and judging ranges to ensure that you hit with the maximum momentum, all need to be considered. The mix of straightforward tactics and simple arcade gameplay may sound like a bit of a gimmick but the ideas have been implemented really well. These is enough variety to maintain interest and although the challenge will not trouble most players, the game does come with a generous supply of levels without any IAPs in sight.

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Q& A: Designing the beautifully surreal time puzzles of The Gardens Between

The Gardens Between takes the player to striking islands built from childhood memories and objects, having them help a pair of friends work through time-bending puzzles as they explore the depths of their companionship. Through moving the flow of time, but pulling objects outside it, players will unravel the puzzles of each island while also delving into the touching connection between the friends.

Gamasutra spoke with Simon Joslin and Matt Clark to learn about the inspiration behind its time flow puzzles, how they designed its environments to tell stories and provide mental challenges at the same time, and how they would think to create puzzles based on themes.

The original prototype for the game was based around the scene from Minority Report when Tom Cruise is scrubbing backwards and forwards in a memory looking for clues.  The very early puzzle prototypes were heavily inspired by hidden object games, and the idea of exploring mini-stories in the scene to find the clues – kind of like picture books when you were a kid, where the longer you look at the images, the more fine detail you see. Each image is full of tiny potential stories – so we said “what if they could be animated!?”

After digging in to that idea, we decided we really wanted to tell a specific story, and we started scaling it back and making it much simpler. The first prototype we had that you would recognize as The Gardens Between had 2 characters ascending an island.  You could pick up fire at the start of the level, and fire would exist outside of time. For the first puzzle, you held time still to burn a rope. That was our first TIME puzzle. 

Then, as you ascended the island, you had to set fire to a series of beacons, and at one point you passed under a waterfall which would extinguish your burning torch.  So, you had to set fire to a falling stick, and then rewind so the fire would fall UP to higher on the path and light a beacon up top where you could pick the fire back up again later when it was on the other side of the waterfall.

That prototype was back in 2014, and shares a lot of what the game looked like in 2018 when we released.

There’s two main ways we design puzzles in The Gardens Between; Logical, and Thematic.

For logical design, we first start on paper and draw out a timeline.  We know the key mechanics, and have icons to represent each one. Light flowers, dark flowers, light & dark chimes, light-phobic bridges and blockers.  Anything that can move gets a timeline, so we normally start with two timelines for the two main characters (or one if they stay together for the whole level).  Then we add timelines for other objects that move, and try to construct the puzzle logically form there.

For thematic design, we start with the theme and story of a particular level. So, if the kids are in a playground at night time, you have playground objects (slides, swings, see-saws etc). You also have street lights, maybe a torch they would have carried, a portable radio, or the bikes they used to get to the playground.  We brainstorm around those objects and think about the affordances of each one.  Lights turn on-and-off, see-saws see-saw, radios play music, etc.  Then we think about how to apply time to each object. 

Often the puzzle design is a mix of both logical and thematic design.

An example of the thematic design process comes from the museum garden with the giant dinosaur skeleton. This beat in the story arc is about Arina encouraging Frendt to push his boundaries. The idea is that they’re being cheeky in a museum by going behind the barricades, and perhaps they go a bit too far. 

Initially we planned to disrupt or displace a single bone from the dinosaur skeleton, and that would demonstrate the characters clearly overstepping boundaries. That was planned very early on in development. However, this garden wasn’t made right until the very end (in fact, it was the last), and by this point, we knew a lot more about what made great gardens and puzzles. We knew that physics simulations that have a lot of moving parts tumbling or exploding look and feel really great with the absolute time control of the physics unravelling. So, it was an obvious choice to make the whole dinosaur skeleton fall apart! 

The challenge then became about figuring out a cool way to make puzzles that take advantage of a collapsing dinosaur skeleton that you can fully rewind and fast-forward. Bones could either land in a location you could traverse, or could fall in your way, or both at different times. On top of that, the bones could hit objects on their way down to activate or shift those objects. So, with those ideas in mind we planned out the whole garden’s design on paper in our branching timeline notation. 

The puzzle was kept relatively simple because it was always clear that the hardest part of constructing this garden would be constraining and managing the chaos of the skeleton collapsing. Each time you shift the landscape, each bone might take a different falling trajectory and come to rest in a new location, but also when you repose the dinosaur, that changes the starting position of each bone and ensures the result is entirely different again, but for every single bone! 

So, it was a very laborious process of intertwining the bones in time and space amongst the puzzle pieces and the characters pathways. Construction was a highly iterative process, and we cheated where necessary by transposing true physics simulations to animated sequences to ensure the landing positions were maintained in useful and consistent positions.

Games, as a medium, are interactive by nature, and in a story game, if the interaction is not contributing towards the story then I think you’re doing the story a disservice. In particular to The Gardens Between, we tell the whole story without any text or dialog, so it’s critical to incorporate important story objects directly into each puzzle.

Tying the narrative and the puzzle mechanics together can be quite a challenge. Not only do you need to incorporate the various objects into each puzzle, but you also need to make sure the puzzles fit into the larger context of the game and story. So, you need to design easy puzzles near the start that get progressively more challenging, and build upon prior concepts as you approach the end of the game. 

We spend a lot of time discussing each garden, and drawing inspiration from our own memories of childhood. The Playground garden is a good example, if you ever snuck down to the playground under the cover of night. It was playful, but a little spooky at the same time, so we wanted to capture that feeling within the garden. 

As a team, we discuss all the objects one might find in a particular setting, and we brainstorm ideas of how to work each item into the puzzle.  From there, we try to work out which ones fit together the best and lead to a cohesive experience for the player.

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Nov. update! New games are now available for Nintendo Entertainment System – Nintendo Switch Online.

Nov. update! New games are now available for Nintendo Entertainment System – Nintendo Switch Online.

Do you have a Nintendo Switch Online membership? If you do, we hope you’ve been enjoying NES – Nintendo Switch Online: your access to a growing selection of classic NES™ games with newly added online play.

We’ve just updated the list, so let’s check out the new additions:

Metroid™
The first installment of the immensely successful Metroid series introduces us to the hideous title creatures and the slick, cybernetic bounty hunter Samus Aran. As Samus, your mission is to penetrate the space pirates’ home planet, Zebes, and keep them from destroying the galaxy with the dangerous life-forms known as Metroids. Metroid has all the high-tech weaponry, creepy tunnels, and crawly alien creatures that anyone could ask for.

Mighty Bomb Jack
The hero of the game, Jack, must make his way through 16 levels of a pyramid in order to defeat the demon Belzebut and rescue the royal Pamera family. Each level is split into two parts: an action zone and a Royal Palace room. Action zones can be split up into several portions and contain power-ups, such as money bags, Mighty Coins, and Mighty Drinks, usually hidden in treasure chests. However, be careful to not get greedy with collecting too many Mighty Coins or Mighty Drinks.

TwinBee
A hit sensation back in the day, this vertical-scrolling arcade game made its 1986 release on the Famicom in Japan. Guide the spacecrafts, TwinBee and WinBee, as you dodge and destroy waves of aerial and ground enemies to save the island from a ruthless conqueror. In two-player co-op mode, you can combine forces to launch extremely powerful attacks.

Special Offers: A Nintendo Switch Online membership also gives people access to special offers, such as the exclusive chance to purchase a pair of wireless Nintendo Entertainment System Controllers, which look like the original NES controller. The accessory makes playing NES – Nintendo Switch Online games feel even more authentic. Plus, it docks with and charges on the Nintendo Switch system. NES controllers can be pre-purchased as a set of two for $59.99 (plus shipping and tax) at https://nesc.nintendo.com/nintendo-entertainment-system-controllers by users with an active, paid Nintendo Switch Online membership. Free trial users are not eligible. NES controllers are limited to one set per Nintendo Account holder, and initial orders of the controllers will ship in December.

And for those of you who don’t have a Nintendo Switch Online membership yet, now may be the time to join! In addition to getting access to a selection of NES games, you will also be able to battle online in compatible games, back up your save data to the cloud, use voice chat with other players via the smartphone app, and get access to members-only special offers.

You can learn more at https://www.nintendo.com/switch/online-service/.

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

Mighty Bomb Jack ©1987 KOEI TECMO GAMES CO., LTD. All rights reserved.

TwinBee ©Konami Digital Entertainment

Metroid: ©1986 Nintendo.


Fantasy Violence
Suggestive Themes
Users Interact

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Video: The art of developing audio soundscapes

In this GDC 2018 session, Guerrilla Games’ Anton Woldhek presents some practical tips from his years of experience in game development on the art of developing audio soundscapes for video games like Horizon Zero Dawn.

Woldhek presents the following questions: How does the state of a project, team and self influence this experience? How can developers take advantage of the opportunities they have at each of these states?

Although colored by his personal experience as an in-house sound designer, the ideas and processes can be applied to many departments, employment styles or experience levels.

It’s an insightful talk that’s 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.

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Owlchemy Lab devs include a variety of representation in avatar customization

Owlchemy Labs is committed to ensuring its upcoming VR game, Vacation Simulator, is equipped with a system that allows for players to create authentic versions of themselves using the game’s robust avatar customizer. 

More recently, Microsoft worked together with gamers and disability advocates when designing accessible packaging for the Xbox Adaptive Controller, and it’s always great to see studios consult with experts to make sure representation is designed right. 

As explained in a blog post, the studio expressed its desire to include everyone in VR, writing that “tons of research, consultation and constant testing, testing, testing led us to the refined yet powerful set of options in the avatar customizer.”

“At the start of the game, you’re greeted by a friendly and accessible interface for customization— a vanity set full of switches, dials, and knobs for tweaking your avatar’s appearance,” the post continues. “Adjust the height of the vanity with the handle, and you’re off creating your virtual self!”

The avatar customizer allows players to pick their skin tone, visor color (as opposed to eye color), hair style and color, and glasses. When it came to skin tone, the studio notes that the first step was gathering as much information as they could, citing artist Angélica Dass’ Humanae Project and the beauty company Fenty’s foundation line to start. 

“Just this research gave us plenty to start working on, but we knew that we needed additional expertise to provide context to our existing knowledge and fill in the inevitable gaps,” the post reads.

“We reached out to fantastic groups like Google’s Product Inclusion team, our local experts from Pretty Brown & Nerdy, and even a few of our industry friends, all of whom helped us immensely to spot major gaps in our representation and understanding.” 

Representation is important, and its nice to see all of the different ways players will be able to tailor their characters in VR. Be sure to check out Owlchemy’s entire blog post here, which provides more detail in the system. 

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Daily Deal – This War of Mine, 70% 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

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C&C Rivals is A Great Mobile RTS with a Monkey on its Back

By Brandon Casteel 13 Nov 2018

Players first thought EA had killed the Command & Conquer franchise in 2010, when they discovered Command & Conquer 4 had made radical departures from the series’ standards and that the campaign was something of a dumpster fire. Players then thought EA had killed C&C in 2012, when Tiberium Alliances took the franchise into the world of the then-popular browser-based grind of ‘MMORTS’.

They for sure thought EA had killed C&C in 2013 when the company announced, then canned, Command & Conquer Generals 2.

But then, in the year of our Lord 2018, we saw Uncanny Valley Kane in the ad for a new… mobile C&C title called ‘Rivals’, and we knew it had finally jumped the shark. This was the end, we were in the darkest timeline.

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Only Command & Conquer Rivals is a surprisingly good game. It’s been in beta since August, and, well, it’s impressed many. The gameplay is deep and responsive, the unit designs are fun; the dev studio has managed to create an accessible and enjoyable strategy game that just so happens to be Command & Conquer flavored.

It’s due to release on December 4th as a Free-to-Play game although mobile developers (especially attached to big publishers) struggle to find pay models that make everyone happy. So far, EA have done admirable work at minimizing the impact of freemium mechanics on the game, but that’s unlikely to convince anyone who fundamentally dislikes loot box economics.

Core Gameplay Experience

Before we look at how EA is hoping to get people to pay for things, let’s look at what it is people are paying for. What is Command & Conquer Rivals and how does it work? When evaluating this title, let’s first leave out the “Command & Conquer” part, and just evaluate it on the game’s own merits.

When you look at the game this way, you find Rivals actually a really solid mobile strategy game. Far from being the 0-dimensional money grab that people often fear (or assume) that mobile games often are, Rivals has a well-considered and solid gameplay structure. It starts with the player choosing one of the game’s factions (either GDI or Nod) and building a ‘deck’ of units to bring into battle.

02 coreexperience

Battle itself starts with the player and their opponent loading into the battlefield. Unlike the vast majority of PC RTS, C&C: Rivals shows you the whole map at once; no panning or zooming is allowed or even necessary. While this might seem off-putting to the PC RTS enthusiast, it works really well on mobile. The reality of panning around while trying to direct your army by tapping on the game space is less than ideal, and plenty other games have fallen fowl of this.

You’ll quickly find that the watchword for Rivals’ design is ‘focus’. Base-building sort-of exists in the game, but it serves more as a mechanism for gating access to certain unit types behind the cost of the structure that unlocks the unit. So, pay 40 Tiberium for the War Factory, and you can instantly access any units any units in your deck that require that structure. The systems are pared down to the most straightforward implementation, with substantial care taken to preserve depth.

Ultimately players are fighting for control over 2 or 3 control points on the map. Own more of them than your opponent and you’ll start working on building up the missile launch timer. Whoever owns the missile when it finally launches, gets a hit on their opponent’s base structure. Two such hits, the base is down and you win.

03 coreexperience b

So far, I’ve been truly impressed with the unit design and the nuance and control you can get out of the game. Unlike popular mobile RTS-likes Clash Royale and clones, you have full control of your units, which is a wonderful breath of fresh air in the mobile competitive strategy space.

About That Monkey…

Yeah, now it’s time to talk about the ugly bugbear of mobile games: The freemium economy. Clash Royale fans will have a good idea of how this all breaks down. If not, allow me to illuminate you.

You earn loot boxes by playing the game. Some of them come from winning, and some come on a Pavlovian schedule: every 12 hours, you have a new crate of goodies to open. Inside of crates are a couple of things: cash to upgrade your units, Diamonds (sometimes) to do so more cost efficiently.

Diamonds, of course, are mostly acquired via real currency. That is, your hard-earned money.

04 monkey

You can spend Diamonds to acquire better loot boxes that contain better stuff: more cards, more rare card types, and all of that jazz. Cards themselves, of course, are used in conjunction with cash to upgrade units. There are some differences from the standard system, as there is in every mobile game that’s trying to feel original, but they don’t have a lot of oomph to them.

Cards are the lifeblood of the economy of games like this. You need them to unlock new unit types, which in Rivals are also locked behind your player level. You don’t get access to more complex unit types until you’ve stuck around for a while to prove yourself. That’s not to say that you’re screwed unless you’ve put tons of hours into the game: the most-used units, even in the higher leagues, are quite often the starter units you acquire early. These units, like Nod attack bikes or Flame Troopers, GDI Talon and Titan, the Nod Rockworm… a lot of the starter units are really consistent and well performing.

But, there’s always an exception that proves the rule. There are some really high-impact units that can feel downright unfair to not have. One of the best examples of this is Nod’s Inferno bomber, and the GDI Disruptor vehicle. While not in every deck, these are such high impact units that it can REALLY feel nasty to fight against them without having used them yourself.

05 monkey b

It’s probably intentional, right? You put enough time into the game to see these units, but not enough to earn them. You lose to one and think it’s so unfair that you don’t have it yet. Maybe, you’re tempted to plop some cash down to acquire some of those units, or to level up a unit that is under performing. This stuff probably happens a bit.

Keeping Up with the Joneses

Full disclosure here, I’ve personally spent $30 on the game myself. Not all at once mind: I was in the beta for quite some time before they introduced the store at all, but my purchases can be broken down as follows:

  • I bought a $10 pack when the store launched, mostly just out of gratitude and appreciation for the gameplay experience.
  • I later bought another $10 bundle when the Shockwave Trooper infantry was released, and I really wanted to level mine up after unlocking them. They’re one of my favorite units in the game and having a GDI answer to the Nod flame trooper was a good feeling to me. $10 worth of feelings, apparently.
  • The other $10 I spent on the game was on Diamonds, the game’s premium currency.

Another one of my favorite units is the Nod Tick Tank, which burrows into the ground when it stops moving and takes 50% less damage when burrowed. It had a $40 or $50 USD bundle when it launched, and I flatly refused to purchase the unit cards for that price. Likewise, the $20 bundle for the Nod Chemical Buggy unit when it released. I can’t bring myself to spend more than $10 at a time on a mobile game, and so far, I’ve spent about the equivalent of a full-priced PC game.

06 joneses

Regarding the Diamonds – I’ve earned a decent amount of them for free, which was then boosted by the $10 exchange I purchased. I spent them on, mostly, the game’s free coin currency, which you spend to level up units. One of the more vaguely frustrating (though well meaning) design choices is the fact that you level up units 3 times with coins for every one time you spend cards to level them. This makes sense to me, as far as it goes: you can still make your units more powerful without having to have acquired the 350 cards or whatever it’d take to level them all the way up to the next big power bracket. 350 cards is the bracket to take a Common type unit to level 9, if you’re wondering.

Skinner’s Box

I will admit I’m probably close to being an ideal customer for this kind of game. I have the liquid funds to spend, so $5 or $10 isn’t that big of a deal if the urge strikes me. Saying that, I don’t obsess over unit level or unlocking absolutely everything. I happily ignored the Nod Stealth Tank, for instance, until I unlocked it naturally, and I’m not sure I’ve ever used it in combat. Ditto the GDI Sniper (though this does seem like a fun unit to play with) or GDI Mammoth Tank. There’s actually a decent percentage of units I don’t bother leveling up or messing with, because they don’t really support how I want to play.

I can be induced into spending $5 here or there on coins to lessen the frustration of earning coins by playing. And that adds up over time. $30 looks like a lot when you see it all at once and is a bit disconcerting when it’s staring me in the face like that. You can spend $20 on AirMech on PC, for instance, and get the core experience. In Rivals, you can just happily shell out $5 or $10 a month as long as you play the game, if you’re not careful.

07 skinnerbox

And what, after all, did that $30 get me? Perhaps a slight bump to the power level of some of my units? It’s perhaps had a cumulative effect on my ability to win games; being able to get that Shockwave Trooper, which is a really solid choice for combating both early and late game infantry, might’ve won me a match or two. But I haven’t touched the new Drone unit that’s been popular in the game lately: I don’t really care about keeping up with the meta that way. I win about 55-65% of my games, and have won matches against players with higher, and lower, level units than myself. The game has a very strong counter system, so if you’re pointing your units at the right targets and keeping your enemy on the back foot, it can be really hard to pin any particular victory or loss to what the player might’ve spent.

There are outliers of course: I’ve faced people who have probably paid a lot more into the game than I have: maxed out units while I’m running around with some under levelled cards. Some have turned my way, some haven’t.

Something that is both interesting and frustrating about the loot box pay mode is, since it’s random and many of the individual loot items mean so little, it’s really tricky to pinpoint what progress or success can be specifically tied to money spent. There is a measurable impact of course, but it’s obfuscated through randomness and mitigated by the aforementioned counter system.

That being said, I do greatly enjoy the game. I don’t mind tipping a nod to the developers every now and again, if their prices suit my spending requirements.

07 joneses b

But even though C&C Rivals is a surprisingly good game, it doesn’t really excuse the pay model. The loot box system popularized by Clash Royale is still one of the friendlier ones out there, but it can definitely put a bad taste in the mouth of even someone who doesn’t have a conceptual problem with free to play systems.

Like everything else with the game, the pay model has been trending in the right direction. The developers are learning and seem to really care about keeping their players happy. Hopefully they’ll continue to move in that direction and launch and beyond will see them able to iterate their way to a point where non-paying players are happy.

We’ll be back with our official thoughts when Command & Conquer Rivals launches worldwide (for iOS and Android) on December 4th.

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Designing for survival in Steam Early Access hit Green Hell

Green Hell is a survival game that casts the player out into the Amazon rainforest, forcing them to survive the harsh jungle without food or equipment. It’s not just a matter of finding food, water, and shelter, though, as the developers at Creepy Jar have put a deep focus on multiple aspects of surviving to make staying alive that much more challenging. You may have food, but are you getting the right nutrients from it? Are you taking care of your mental state with rest, even if it wastes time?

Gamasutra spoke with Michal Stawicki, lead game designer and Krzysztof Kwiatek, art director, to learn more about the nuances of focusing on character in a survival game, speaking with the developers about the research they did on important things to note in survival situations, the specifics of creating a system where players can learn through failure, and making the player make constant trade-offs in the decisions they make.

Kwiatek: We take an immense amount of care in the realism of Green Hell. The idea of ‘sanity’ as an in-game parameter began after reading some Ed Stafford books (“Naked and Marooned,” “Walking the Amazon”). Thanks to those books, we discovered that the long-term psychological aspect of surviving is the most important. The Survival Pyramid has, at its base the ‘will to live,’ and most survival experts agree with that. A clear plan and a strong will to survive — that’s the only way to stay alive when you get stuck alone in the wild. We just couldn’t ignore this aspect in our game.

Endless fighting against all those Amazonian dangers can break a would-be survivor down, and this idea is what we turned into a game mechanic as a parameter called ‘Sanity.’ Players have to take care of what they eat, where they sleep, how they choose to stay healthy and more. 

Stawicki: The psychological aspect adds another layer to the player’s decision-making. Both the mind and the body’s needs create a feeling of constant struggle, where decision-making is crucial. All the gameplay mechanics are mixing — sure, you can survive eating just worms, but it will drive you crazy. Leeches attached to your body? You won’t lose HP, but they are irritating, decreasing your mental health if you don’t deal with them. Every decision is a trade-off. Do you waste time sitting next to a fire to gain sanity? Eat chocolate to gain energy or increase sanity? We believe that combining different mechanics together and allowing the player to balance between them is the way to go.

Kwiatek: There are many different takes on the Survival Pyramid but we like this simplified one where number one is at the base, with two and three built on top respectively:

1. The Will to Live

2. Skills and Knowledge

3. Kit

It was shocking to us when we learned that food and water aren’t in that first stage. Even your survival kit isn’t as important as skills and knowledge. Another pyramid we saw, and which we found quite interesting, showed that having a “survival plan” was the base need.

Our first idea was to use having a ‘survival plan’ as a factor, which is the base of player sanity. This mechanic would ask the player to think ahead and plan accordingly at the beginning of the game, and if that wasn’t done, their sanity levels would decrease (we learned a lot from Ed Stafford’s experience). After putting more thought into it, we decided this way very risky because it could limit the player’s freedom of action.

So, we skipped that idea and made the sanity mechanic dependent on how the player chooses to take care of themselves. In Green Hell, you have to take care of all of life’s details, such as a good place to rest, fire (in a safe area, of course), nutritious food, and health. These factors can make or break your day in Green Hell.

Working with the human psyche as a game mechanic is very tricky, and we pay careful attention to our Steam community to keep tabs on what players think about it.

The main challenge is to make the person playing in front of the screen have similar feelings to the character in-game. If you’re great (psychologically), as a hero you can’t just be punished in-game because of your bad sanity. The player should feel and see, step by step that their sanity in-game is decreasing or not.

Stawicki: We’ve always wanted survival games to be more realistic. That doesn’t mean turbo-realistic with every last number correct, but we wanted to create an experience of actually surviving. The everyday struggle for food, water, and shelter, and to show how exhausting it is for both body and mind. The idea was to focus entirely on the character and their needs, which is surprisingly unique in the genre, as most survival games focus more on base building than the player character.

While we still have a modular shelters system you can build and expand on, you can’t build a fortress in Green Hell. It’s a good example where we respect the player’s needs to express themselves, while still staying fairly close to realism, as you can make the same structures in the real world.

Focusing on the character approach lead us to a simple rule where, if possible, everything should be physical – avoiding using UI. As it may be strange to the genre, we almost don’t have any ‘Typical UI’ screens. Everything is ‘Touchable’ in the in-game world.

A great example of this approach is how our wounds system works. When the player takes damage there’s a great chance to get a wound. You don’t know what type of wound you have unless you enter inspection mode, which allows you to check your limbs, and here is the unique part — the wounds are actually there and not just a text bubble. You can see the physical wound, and on top of that, it’s not something we show only in inspection mode. If the player has wounds or bandages on their hands, it’s visible during gameplay animations, which, in our opinion, brings immersion to another level.

Stawicki:  Planning and decision-making are the basics of survival. I believe that most of the games in the genre don’t live up to that full potential. Too often you can wander around and eat whatever candy you find to survive. In Green Hell, we wanted to bring the planning aspect to the front.

Water, food, weapon, medical supplies, shelters – it all can be really overwhelming at the beginning for new players. If they learn the basics and can survive the crucial first days, then it all starts to make sense, and you can realize that it truly simulates a real-life survival situation. If you start building shelters without food and water, you may die. Wandering in the jungle without any medical preparation? Same thing.

The best example of this way of ‘planning ahead’ is the wounds system. We noticed beginner players complaining that there’s not enough medical plants spawning, whereas veterans are fine with it. The difference is that beginners start to look for it after they get the injured, which leads to death running and searching for a plant, while veterans collect it and plan ahead, staying prepared for all situations.

The second part is the decision making. As surviving is a constant struggle, games in the genre should express it with both second-to-minute and minute-to-hour gameplay. In Green Hell, we are trying to force the player to think and make decisions constantly. Limits and trade-offs are the best tools for that. You can’t carry everything, you have to ditch items, you have limited space for weapons. Food contains different nutrients, forcing you to find and carry different types, but then there are trade-offs, so in theory, you can just eat worms and stay alive, but your sanity will suffer. You can eat fruit for water or for carbs. I believe that everything you do should contain small decisions, and eating only candy when trying to survive should have negative effects.  

Stawicki: In survival games, dying is part of the fun! We decided not to teach the player how to survive directly, but instead, show them how the mechanics work and have them develop from there.

Early Access includes a small story-driven tutorial that shows what is unique in this game like body inspection, keeping a notebook, starting a fire, how to make a bandage, how to navigate in your backpack/inventory, crafting and so on. Most of the feedback we received from the tutorial was that afterwards, players felt ready to face the jungle, but the truth was, they weren’t AT ALL, and that was the plan. Sure, we handed them all the tools, but how the player learns to use them is all up to them.

Discovery is a big part of the game. We only help the player to organize what they already know by making a small entry to their notebook. That precious journal contains all the instructions for crafting items and buildings, recipes for medicinal treatments and helpful plants, and in this way, we can keep expanding content, and if the player forgets something they already know, they have their portable wiki with them.

On top of everything is the realism, as each time you find something new, it’s referred to as an ‘Unknown Herb/Fruit/Mushroom’ and it’s up to you to figure out its value. The player can simply try it (and face the consequences) or maybe pause the game to Google it. You can even pick up a book about the Amazon rainforest to check out the various plants in the same way someone going mushroom picking would before eating anything they pick.

Stawicki: In terms of surviving, there is no typical progression. There are no points to spend in talent trees and so on to learn new moves. We wanted to make the game as open as we could. This way, you can have multiple ways of dealing with the problem, and it’s simply up to the player to find the best solution for themselves.

For example, water can be obtained in five different ways, and some are better than others, but we never tell you which one you should use, and you can try most of them out almost immediately. It’s same with all the mechanics — nutrients make up our ‘food meter’ but instead of managing just one, we have carbs, proteins, and fats, with all three combined with water which we sum up for your maximum HP. For each of them, there are at least four items that replenish it, and the most exciting part for us is to watch players finding out new plants and food sources after days and days of playing the game.

We wanted to make a game that encourages the community to share their ideas on surviving, and I believe it works in such a way. We didn’t focus on only one leading mechanic, but instead, everything is deadly on the same level and can be dealt with in multiple ways. Players can really feel that it’s not the tribes or the snakes etc. that are the main enemies in the game, but the rainforest itself.

Kwiatek: It’s hard to imagine finding a better place to set a survival game than the Amazon. As we talked about survival ideas, the possibilities felt endless. Animals, plants, diseases, poisons, insects, parasites – everything tries to kill you there. It’s beautiful, exotic, and deadly all at the same time. And finally, there are tribes who have dealt with that natural environment for hundreds of years. They are the best survival experts on earth, and we actually learned a lot of survival techniques from them from documentary books and movies. There’s a lot of inspiration and we use just a part of them.

Examples:

How to heal wounds? Use ash from a burned Goliath spider body and put it on the wound.

How to heal an infected wound? Try maggot therapy – it’s disgusting, but maggots can eat dead tissue and finally save your life.

How to make a poisoned arrow? Catch and use a Dart Frog – its skin is covered with extremely powerful nerve and muscle toxins. These toxins can paralyze or even kill.

Kwiatek: Before the Early Access release, we were afraid of how players would receive our vision of surviving and all these new mechanics we implemented. We loved the idea that even starting a fire is a big challenge, just like it would be in real life. Leeches in bushes waiting for your blood. Each small wound can turn into an infection and finally kill you.

I can say that we had a clear vision about the identity of Green Hell and stayed true to it. This is what makes Green Hell different than other survival games.

Now, after the Early Access release and while our community is growing, we know that our ideas are working. Players are appreciating this fresh look on the survival genre and supporting us, allowing us to stay true to our original concept. They don’t want to change Green Hell.

Our roadmap ‘big updates’ also consist of two parts, usually -the first part is what we planned to add originally, and the second is what players suggest to us. As an example, for our first update (called the ‘Animal Update’), adding in the new animals was our idea, but Modular Shelters was something that players suggested we do.