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Save coins on Black Friday with new Nintendo Switch and Nintendo 2DS Bundles

Save coins on Black Friday with new Nintendo Switch and Nintendo 2DS Bundles

Still deciding what to buy during this year’s Black Friday? Make sure to add some fun Nintendo items to the shopping list! Starting on Black Friday, Nintendo is offering deals on two awesome systems that would be great gifts for any person in your life – whether they are longtime video game fans or just getting started.

The first is a Nintendo Switch system with the hit Mario Kart 8 Deluxe game as a full game download at a suggested retail price of only $299.99. That’s basically like getting a free game (which is a $60 value) with your purchase of Nintendo Switch! And to make driving in Mario Kart 8 Deluxe feel even more realistic, Nintendo is also offering a set of two white Joy-Con Wheel accessories at a suggested retail price of $14.99. Playing with the Joy-Con Wheel is as simple as placing a Joy-Con controller inside and turning the wheel left and right. And since Nintendo Switch comes with two Joy-Con controllers, you and another player can dive right in and start racing against each other right away.

The second bundle is a yellow-and-red Nintendo 2DS system with the Super Mario Maker for Nintendo 3DS game (a $40 value) pre-installed at a suggested retail price of $79.99. In the Super Mario Maker for Nintendo 3DS game, you get to put on your powered-up creator hat as you design your very own dream 2D Super Mario themed courses to share with friends and family. Using a variety of different items, obstacles and enemies from the Super Mario games, you can use intuitive touch controls and interactive tutorials to play and create a near-infinite amount of courses.

Details and participating retailers for both bundles can be found on the Nintendo Holiday Gift Guide at https://happyholidays.nintendo.com/deals/. The Black Friday deals are also highlighted in a new video starring Luigi, which can be viewed by visiting https://www.youtube.com/watch?v=tOJgr4Ic9pM&feature=youtu.be.

“For families still looking to pick up a Nintendo Switch or Nintendo 2DS system, these Black Friday deals offer great values for any holiday budget,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “With each boasting libraries of more than 1,000 games and counting, Nintendo Switch and Nintendo 2DS have something for everyone.”

Remember that Nintendo Switch and the Nintendo 3DS family of systems feature parental controls that let adults manage the content their children can access. For more information about other features, visit https://www.nintendo.com/switch/ or https://www.nintendo.com/3ds/.


Comic Mischief

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Video: Designing the strategic card game Race for the Galaxy

In this GDC 2018 talk, game designer Tom Lehmann discusses the design behind his acclaimed card game Race for the Galaxy. 

Lehmann walks the audience through Race for the Galaxy’s use of cards as resources, simultaneous play, luck mitigation via card-sifting, use of icons, and how ideas from economics and optimization theory influenced its design.

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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The audio design behind the original Xbox startup sound

 Literally from the day that Bill and Steve gave the green light to do the Xbox, to hitting the store shelves was only 18 months. So everything had to be done just lightening fast and really, really quickly. Decisions were fast.

– Sound designer and composer Brian Schmidt speaking to Twenty Thousand Hertz about the audio design behind the original Xbox startup sound. 

A lot of detail goes into goes into designing an audio signature even if its a few seconds long, and in an interview with Twenty Thousand Hertz, sound designer and composer Brian Schmidt goes over the audio design challenges behind the original Xbox startup sound.

Microsoft launched the original Xbox back in 2001, and while that may seem like a long time ago, it’s important to note that this was a new console thrust into a scene already full of competition.

It was important for the Xbox to gain traction and cement its place in the console market. Thus came its iconic startup sequence.

Schmidt was given a tight deadline, but that wasn’t the most pressing issue at hand. “So we really wanted this to be just like any other piece of consumer electronics equipment,” he explains.

“You push the button and it turns on instantly. ‘Well it turns on instantly’ is not really instantly. It does take some time for a hard drive to go from not moving to spinning to where you can actually read data off of them.”

The hard drive needed to already be spinning fully before the start up sequence could even boot up, but the eureka moment came when Schmidt realized he didn’t need to bother with the hard drive at all. The solution? Memory chips on the board itself.

However that presented a new challenge: There was only one memory chip, and it could only hold 256 kilobytes of data. With everything else that had to be loaded onto the operating system, that only left 28 kilobytes left for sound.

Schmidt had to consider his options. “What sounds can I make easily? I’ll give a great example, the very opening of that Xbox sound there’s this fade in and the Xbox sound starts with a ‘wah!’. What that sound is, is literally a low pitched sawtooth wave where I could programmatically start the filter cut off very, very low.”

“Like 20 Hertz, something like that and then over the course of about a three quarters of a second, I could open it all the way.” It was an easy sound to produce and fit the tone Schmidt was looking for.

“It’s literally putting more energy into the sound because as you’re no longer filtering off the highs, you’re adding more energy,” he says.

“So that met the aesthetic of this breathing forth of energy from nothingness that wants to burst into your living room and the cool thing about it was that I can calculate a saw tooth wave really cheaply in code and I don’t have to store a sawtooth wave.”

“So I wrote a little bit of C code to generate a sawtooth wave. I generated a triangle wave, I generated a big long list of random numbers that I used as white noise.”

In the end it all worked, with the original Xbox launching on November 15 2001. However, advances in technology made all of the hard work Schmidt did on the startup sound sort of obsolete.

So what was the solution for Microsoft’s follow up console, the Xbox 360? You’ll have to listen to the entire interview over at Twenty Thousand Hertz to find out.

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Five Things Diablo Immortal Needs to Get Right

The buzz going into BlizzCon—the annual convention where Blizzard reveals what’s to come in its slate of games—was that exciting Diablo news was coming. Diablo is one of the biggest RPG franchises in gaming history and launched the action-RPG genre, so news about a new game is always hotly anticipated. The conventional wisdom held the long-awaited announcement of Diablo 4 was upon us. As it turned out, the conventional wisdom was wrong. Instead Blizzard revealed plans for the franchise’s first mobile game, Diablo Immortal.

A mobile Diablo game is, perhaps, even bigger news for mobile-gaming enthusiasts than Diablo 4 would have been. We’ve long had to look elsewhere for titles that evoke one or more characteristics of Diablo on our phones and tablets. Luckily, we’ve had a great deal of success and many Diablo-like mobile games are excellent in their own right. With so many worthy substitutes Blizzard can’t just throw out any old game, slap the Diablo name on it, and expect to claim the title of top mobile ARPG.

diablo immortal bland

What will it take for Blizzard and their development partner NetEase to win us over?

Story Matters

Role-playing games, even action-centric ones, need a good story. The Diablo games all feature an epic good-versus-evil tale that is interesting and serves as a great wrapper for combat and character progression. Diablo Immortal will need to deliver the same type of story with a compelling main quest line and plenty of side quests to keep players busy, expand single-player content, and provide opportunities for more XP and loot.

A great example of this already on mobile is action-RPG-crafting-survival game Crashlands. It centers on a central quest line that moves through three distinct zones and works in new aspects of the game as it progresses, but also has a ton of side quests you can play if desired. We don’t know much about the story, and it’s quite possible given the early stage of things that Blizzard and NetEase don’t either, but something similar with that tasty Diablo flavor will be important for the game’s success. 

diabli immortal story

Combat Matters More

Story is important but in an action-RPG combat is even more important. Diablo is known for fast-paced, non-stop, and hazardous-to-your-health-bar combat. Nailing this is absolutely critical for Diablo: Immortal. It shouldn’t feel like every other ARPG on mobile it should feel faster, more challenging, and more exciting. It should feel like Diablo III. High expectations? Certainly, but hey, if Blizzard wants to be the best on mobile that’s what it’ll take.

Things look pretty good on this front from what we’ve seen so far…

[embedded content]

Combat in Diablo Immortal certainly looks fast, fun, and exciting in the trailer. It will make use of a virtual joystick on the left side of the screen and ability buttons on the right. A virtual joystick is not ideal in a touch-screen environment and is in fact a straight-up deal-breaker for a lot of mobile gamers. It has, however, become standard for isometric, action-RPGs on mobile given how much is going on in combat. NetEase uses the same type of layout in its existing ARPGs Crusaders of Light and Endless of God, so perhaps it was too much to hope Diablo Immortal would try something new.  Hopefully there is some customization possible, like in Barbearian where you can choose where you want the virtual joystick and various ability buttons.

Part of making combat compelling and fun is providing a variety of ways to play. This means lots of interesting character-class options, preferably featuring different ways to play each. This is a huge reason for the seemingly unending success of Diablo III. Blizzard did a great job making sure each class could be played a few different ways and felt different from each other. Blizzard confirmed the existence of six of the franchise’s classes: Barbarian, Crusader, Demon Hunter, Monk, Necromancer, and Wizard and hopefully there’s enough powers to offer some nice customization.

Fat Loot

The Diablo games are well known for including a metric-ton of loot. Diablo III is the best example and is full to bursting with different sets—with more coming all the time—of gear that conveys a wide assortment of bonuses. What’s more, there are ways to alter and optimize your gear as you seek the best-possible kit for a character. It’s this variety of stuff that contributes the most to the huge number of character-customization options that makes it a min-maxers paradise.

diablo immortal loot

Having a similar loot setup will be a requirement for Diablo Immortal to rise to the top of mobile options. There are several existing games that do a nice job with loot. Rogue Wizards, a turn-based mobile RPG, offers a very similar gear and loot-dropping system to Diablo III including options to optimize dropped loot and the ever-elusive Treasure Goblin. Eternium offers a bunch of different gear slots and sets to seek out as well. I’d expect Diablo Immortal to surpass what these games have done since Blizzard has the very best model from which to work: Diablo III itself.

End Game

Diablo III came out over six years ago and remains one of Blizzard’s most-popular games for one reason: end-game content. Once you finish the main-quest line the game isn’t over, far from it, it’s just beginning. Story gives way to optimization and pushing more and more difficult content in Adventure Mode. There are bosses to defeat, dungeons to clear, events to complete, and places to explore. There are also Nephalim Rifts, effectively speed-based killing sprees complete with leaderboards.

diablo immortal endgame

Including sufficient content to keep players coming back and not moving on to other games is a big part of mobile games these days. Diablo Immortal will need to recreate the amazing replay-ability of Diablo III to keep fickle mobile gamers from bouncing to the next thing. Again, Blizzard has the benefit of knowing exactly what works to keep players engaged so there’s no reason not to expect them to get it right.

Monetization

Blizzard and NetEase can nail all the above and create an amazing game and still fail if one last thing doesn’t work: monetization. The Apple and Google Play stores are littered with good games bogged down by oppressive freemium mechanics. It’s too much to hope for a premium game here and there will be micro-transactions. Blizzard owns Hearthstone, Overwatch, and Heroes of the Storm. They clearly understand the value of in-app purchases to the bottom line.

Ideally, they figure out how to make the game wildly profitable without going the route of exploitative energy timers and random loot crates. We have very little information on how monetization will work, and probably won’t for some time. Games like Fortnite have shown you can be free-to-play without resorting to terrible tactics, and still earn boat-loads of money in the process. Would you pay for new character skins? Weapon and/or outfit skins?

If Blizzard and NetEase can distill the elements that has made the franchise great—compelling story, great combat, lots of loot, and a fun endgame—and bring them to life on mobile devices Diablo: Immortal could be one of the biggest games on any platform. It would take its spot as the best action-RPG mobile-gaming has to offer and would be a win for gamers. A win, that is, unless the game is riddled with annoying and exploitive freemium mechanics. Only time will tell whether Blizzard and NetEase can make it happen.

You can find out more about Diablo Immortal, including where to pre-register, from the official website.

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Video Game Deep Cuts: A Quiet Man, With Trivial Credits

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 highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia’s struggles to continue its success, and a look at how credits in video games still aren’t going quite right – among many others.

(There’s actually some startling eclecticism in this round-up, and that’s before pieces on chess champions and The Tetris Effect that I had to bump to next week for space reasons! Darn, there’s a lot of good ‘content’ out there…) 

Also – before I forget – a shout-out for Hours Played: The First Hour, which is currently crowdfunding, and is noted supercut creator Duncan Robson’s film inspired by Christian Marclay’s amazing 24-hour art piece ‘The Clock’, but using clocks in video game footage. Go help make it happen – we’ll try to show an excerpt at the GDC 2019 Film Festival if it’s done in time!

Until next time…

– Simon, curator.]

——————

China’s gaming crackdown should worry the industry elsewhere (The Economist – ARTICLE)
“Moral panics over new media are old hat… But new worries about the addictiveness of games, and the danger that poses to children in particular, have more substance to them and are already prompting a regulatory crackdown. The industry would be wise to get ahead of the problem.”

The Quiet Man is The Room of video games and a once-in-a-generation trainwreck (Robin Valentine / GamesRadar – ARTICLE)
“Its premise is both simple and immediately intriguing: the main character Dane is deaf, and thus almost all of the game’s audio is muted, forcing you to experience the world as he does. And, on first glance, the set-up is solid enough too, if tropey… On both fronts, however, The Quiet Man bungles things utterly.” 

HQ Trivia was a blockbuster hit — but internal turmoil and a shrinking audience have pushed its company to the brink (Kurt Wagner / Recode – ARTICLE)
“HQ is preparing to launch a new game show, one that it hopes will legitimize its place as a rising player in the world of mobile entertainment. But it’s also dealing with some serious issues, including a declining audience for HQ Trivia and the aftermath of a dramatic change of CEOs.”

The Tin Man of Far Cry 2 (Clint Hocking / Click Nothing – ARTICLES)
“A few years ago, on the tenth anniversary of the release of Splinter Cell: Chaos Theory, I posted some thoughts about the development of that game, and the impact it had on my life. Specifically I talked a bit about how the intense stress and long hours on that project affected me…. Anyway – I’m not writing today to rehash that debate. I’m writing because another tin anniversary has passed; this, the tenth anniversary of the release of Far Cry 2.”

The Good Times Are Over for Japan’s Loot-Box-Style Gaming Bonanza (Yuji Nakamura / Bloomberg Businessweek – ARTICLE)
“Yet for Japan’s pioneers of mobile gaming—or, according to critics, gambling—the good times seem to be just about over. Mostly unable to produce follow-up hits, the companies are losing market share to more innovative rivals in China and South Korea, and their profits and share prices are tumbling.”

Atari Asteroids: Creating a Vector Arcade Classic (Tony / Arcade Blogger – ARTICLE)
“As Atari’s best-selling arcade game of all time, Asteroids was literally a game changer. Released in December 1979, it was responsible for catapulting Atari into mainstream public consciousness. This was the game that single-handedly broke the stranglehold that Space Invaders had on the video game world.”

BlizzCon 2018 Interview with Jeff Kaplan & Nicole Gillett: Ashe, Map Editor, Hero Development and More! (Reddit Moderators / r/Overwatch / Reddit – ARTICLE)
“This BlizzCon 2018 we had a chance to sit down with Overwatch Game Director and Vice President, Jeff Kaplan, as well as Associate Game Producer Nicole Gillet. [SIMON’S NOTE: Neat to see such a good Q&A coming from a Subreddit – maybe the next wave of citizen journalism, if done well?]”

Martin Amis on Space Invaders: how games criticism was born (Simon Parkin / The Guardian – ARTICLE)
“Like Updike on golf, or Foster Wallace on tennis, Amis approaches video games with an enthusiast’s glee, deploying pleading prose that seeks to illuminate the subject’s hold on the writer. “Cinematic melodrama blazing on screen, infinite firing capacity, beautiful responsiveness, the background pulse of the quickening heartbeat” – Amis’s fascination is clear, his enthusiasm infectious.”

Dude, Where’s My Money? Part One: The Science of Steam (Nikolay Bondarenko / GI.biz – ARTICLE)
“Let’s assume you plan to spend $100,000 to develop and market your game, then sell copies for $20 apiece. Here’s the easiest way to calculate this: $100,000 / $20 = 12,000 copies until your investment begins to pay off. What, your math says 5,000? You’re doing it wrong. Let’s find out why. [SIMON’S NOTE: there’s also a Part 2 out there.]”

K/DA, Riot Games’ pop girl group, explained (Julia Lee / Polygon – ARTICLE)
“Have you seen a girl with a demon face bandanna all over your social media feeds? Or maybe a fox girl with dyed blonde hair? It’s all part of the world of League of Legends, which has its own fictional K-pop group, who appeared at this weekend’s World Championship Finals.”

My Gamer Brain Is Addicted to the Peloton Exercise Bike (Ed Zitron / Motherboard – ARTICLE)
“And somehow, an expensive bike with a computer attached to it has meshed with my obsessive gaming habits. The incremental jumps in power, the calories burned—all of it ties into that same weird place in my brain that says “this is good, I will do a lot of it,” to the point that I bike so much my legs are giant, sore tree trunks and my ass hurts.”

This queer horror game forces you to literally tear yourself apart (Julie Muncy / The Verge – ARTICLE)
Early on in The Missing: J.J. Macfield and the Island of Memories, the heroine dies. For video games, this isn’t that unusual. What is unusual is what happens afterward: she picks herself up, snaps her bones back into place, and keeps going. J.J., a college student with flowing blonde hair, has a missing friend to find, and if she has to tear her body apart to get where she’s going, she will.”

How bad crediting hurts the game industry and muddles history (Richard Moss / Gamasutra – ARTICLE)
You’d think that game credits would be simple. It’s just a list of names and roles, after all. How hard can that be to get right? But credits are rarely simple, because neither is game development. And yet credits are an invaluable, underappreciated aspect of game making.”

Boss Up: Boss Battle Design Fundamentals and Retrospective (Itay Keren / GDC / YouTube – VIDEO)
“In this 2018 GDC session, Untame’s Itay Keren discusses the various aspects that make a well-designed, effective and memorable boss battle. [SIMON’S NOTE: from the maker of the super-popular ‘How Cameras in Side-Scrollers Work’talk.]

What Does Epic Games Owe Artists Who Inspire Fortnite Emotes? (Function With Anil Dash / Glitch / PODCAST)
“Epic Games’ Fortnite is one of the most popular video games in the world, and a big part of that popularity comes from their emotes — dances and other gestures which are used in the game as taunts or celebratory moves. However, many have called out Epic Games for these emotes, claiming that they have been stolen and renamed in Fortnite without permission or citation from their creators or sources.”

From Software’s VR Game Deraciné Is Short And Unsettling (Chris Kohler / Kotaku – ARTICLE)
“Deraciné, the first PlayStation VR game from Dark Souls maker From Software, definitely isn’t for everyone. It’s a brief, slow-paced, story-heavy game set in a boarding school… Deraciné is more about experiencing the world and obsessively combing it for clues to its odd supernatural story.”

We Asked Eight Studios From Across The World How They Deal with Crunch (Aron Garst / Waypoint – ARTICLE)
“What follows are eight interviews with members of the game industry, from Japanese studios with thousands of employees to a 50-person team in Italy to a two-person studio in Sweden. Many were very open about the challenges that crunch brings to game development while others didn’t want to answer at all.”

Nintendo’s New Games Are Miserable for People With Disabilities (Mark Brown / Medium Gaming – ARTICLE)
“It’s an unspoken downside of innovation: Sometimes a push into new technology can leave certain people behind. Ideas like virtual reality, touchscreens, and 3D television might promise new experiences for most of us. But for people with disabilities, they can mean motion sickness, muscle pain, or worse.”

11-11: Memories Retold review – a first world war game in which no shots are fired (Steve Boxer / The Guardian – ARTICLE)
“Creating a commemorative first world war game is bold, given the traditionally blunt approach to warfare that video games have, but boldness is to be expected of Wallace and Gromit creators Aardman Animations. The mission of 11-11: Memories Retold, released before the centenary of Armistice Day, is to provide insight into the war, particularly for younger generations.”

Conversations in Skyrim VR (Aaron Reed / Medium – ARTICLE)
“Against my better judgment, my partner has talked me into trying Skyrim VR. I loved Skyrim, but have complex feelings about VR: I’m all about being immersed in rich, explorable environments, but also get nauseous very easily, so most VR games with motion are non-starters.”

How a book binds the Return of the Obra Dinn (Alex Wiltshire / RockPaperShotgun – ARTICLE)
“Towards the end of Return of the Obra Dinn’s four-and-a-half years in development, Lucas Pope had a friend come over to playtest it. He sat him down, explained how it’s a firstperson mystery game in which you discover the fate of the Obra Dinn, a merchant ship lost on its voyage into the Orient. Then he gave him the controls.”

Going the Distance: Building a game – and community – over six years (Joel Couture / Gamasutra – ARTICLE)
“Distance bends and twists the racing genre, bringing it closer to parkour and survival rather than focusing solely on quick laps… Gamasutra spoke with Jordan Hemenway, creative director at Distance developers Refract, to talk about taking racing in new directions, and building a game with a community over several years.”

 

——————

[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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My Nintendo 2018 Holiday Sweepstakes

My Nintendo 2018 Holiday Sweepstakes

Have you signed up for the My Nintendo rewards program yet? If so, you can enter the My Nintendo 2018 Holiday Sweepstakes, exclusively for My Nintendo members.

Vote for your top five choices of select products featured in the Nintendo Holiday Gift Guide for a chance to win a prize pack that’ll make your holidays bright. Head to the Nintendo Holiday Gift Guide to get started! Not a My Nintendo member? It’s easy—and free—to join. https://my.nintendo.com/. Terms apply.

NO PURCHASE NECESSARY. Void where prohibited. Open to legal residents of the US (incl. DC) and Canada (excluding Quebec), 13 years or older. Sweepstakes begins 9:00 AM PT on 11/12/18 and ends 8:59 AM PT on 11/20/18. To enter, log into your Nintendo Account on and vote for your top 5 choices from select products at happyholidays.nintendo.com/sweepstakes/ as stated in Official Rules. Four winners will each receive one prize package (ARV US $415.95–699.93 each). Odds of winning depend on number of eligible entries. Details and restrictions apply; visit happyholidays.nintendo.com/sweepstakes/rules.

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Obsidian, inXile acquired by Microsoft Studios

Microsoft has announced the acquisition of RPG-centric studios Obsidian and inXile Entertainment, as part of a host of announcements at its X08 event in Mexico.

The addition of the studios comes as Microsoft ramps up its Game Pass monthly subscription service, and follows a similar E3 2018 announcement which added new studio The Initiative, Undead Labs (State of Decay), Compulsion Games (We Happy Few), Playground Games (Forza Horizon), and Ninja Theory (Hellblade: Senua’s Sacrifice) to Microsoft’s internal studios.

Veteran RPG studio Obsidian is widely known for games like Fallout: New VegasStar Wars Knights of the Old Republic II, and its own more recent Pillars of Eternity series, and inXile is notable for its work on The Bard’s Tale franchise, Wasteland 2 (& the upcoming Wasteland 3), and a number of other RPG titles.

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Video: An apology for Roger Ebert

“This is an apology in the sense of a Greek apologia: the systematic defense of a position or opinion.”

These were Loom creator and Worcester Polytechnic Institute professor Brian Moriarty’s opening remarks as he took the stage at GDC 2011 to deliver a defense of critic Roger Ebert’s industry-stirring sentiment that “video games can never be art.” 

Whether or not you agree, Moriarty’s thoughtful examination of Ebert’s perspective offers useful context and may help you better understand why someone would feel that way. 

While Moriarty never claims video games are art, in this classic talk he discusses ways in which they could be, who could make it so, and the concepts critical to understanding and contributing to the conversation.

It’s a talk out of time that still offers useful insight into a thorny topic, as well as some practical context for anyone who got into games after Ebert’s famous statement. Now, it’s freely available to watch 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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Watch Lucas Pope discuss the making of Return of the Obra Dinn

A few weeks ago, Papers, Please developer Lucas Pope released his latest game, a mercantile murder mystery called Return of the Obra Dinn. It’s another entry in Pope’s history of making interesting games about ordinary people, and its deductive sudoku-like nature have captured the attention of other game developers. 

Luckily for you, Pope was game to come by and chat about his experience making Return of the Obra Dinn over on the GDC Twitch channel and answer questions about everything from 1-bit art direction to his work/life balance on the four-and-a-half year project. 

Be sure to click the video above for the full conversation! And For more game developer interviews, you can now follow the GDC Twitch channel and participate in regular Q&As with talented developers behind interesting games. 

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Sony†™s PlayStation Classic is powered by the open-source emulator PCSX

Sony has opted to license a long-running open-source PlayStation emulator, PCSX, to power the games on its upcoming plug-n-play PlayStation Classic system. 

Ars Technica has a pretty detailed write-up worth reading on what exactly the PlayStation Classic’s PCSX roots mean, but its an interesting observation given that Nintendo’s recent mini systems were powered by an emulator of the company’s own design. 

In short, the PlayStation Classic runs on PCSX ReARMed, a modern version of an emulator that has been around since the early 2000s. PCSX has seen its fair share of versions and plugins over the years from a variety of developers, resulting in versions like PCSX reloaded and PCSX ReARMed. 

Sony has obviously used emulators in the past to do things like bring PlayStation 2 games forward to PlayStation 3 and, through a subscription service, PlayStation 4. The recent HD release of Parappa the Rappa on the PlayStation 4 was even found to be the PSP version of the game running on an emulator. But the notable departure in this case is that Sony is looking to community-made tools to power the PlayStation Classic rather than create their own emulator or enlist another developer to create one for the system.