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Video: How devs can find the right branching narrative structure

For RPGs, choice, consequence and replayability are viewed as crucial aspects of the genre. How can developers provide players with a satisfying experience without tripling or quadrupling their workload?

In this 2016 GDC talk, academic Jay Taylor-Laird explains how to more effectively use a story map as a creative and analytical tool when making narrative games.

Taylor-Laird compares three common branching structures, discussing the positives and negatives from both story and production perspectives.

He explains why the repeating diamond narrative or parallel paths structure is most successful in providing a satisfying branching experience, without the headache of a traditional branching narrative.

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

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

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

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Zynga reports rising revenues and deals for Harry Potter & Game of Thrones games

Zynga has released financials for its third quarter ended September 30, reporting mobile revenue, which accounted for 91 percent of total revenue, increased 9 percent to $212.5 million. 

The company reported overall revenue at $233.2 million was up 4 percent. However, net income was clocked in at $10.2 million, down 44 percent from $18.1 million compared to the same time last year. 

Reflecting Zynga’s emphasis on investing its resources in multi-game, multi-year deals with Hollywood IP holders, the company announced a Harry Potter match-3 game is in the works under a deal with Warner Bros., and a Game of Thrones slots game alongside another unannounced title with HBO is lined up as well. 

Out of Zynga’s existing catalog of games, Words with Friends performed the best, with mobile revenue up 42 percent year-over-year, driven by increases in average moves per daily active users, advertising network optimizations, and continued adoption of user pay monetization.

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Get a job: Wargaming Chicago-Baltimore is hiring a Server Engineer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Baltimore, Maryland​

Wargaming Chicago-Baltimore is looking for a Server Software Engineer for its growing studio with over 150 employees. Our environment is a combination of casual creativity and functional productivity, powered by the studio’s own proprietary game engine. This individual will have the opportunity to design and implement new server solutions for current and future generation platforms.   

Working at Wargaming is a uniquely rewarding experience. One of the most satisfying aspects of life at Wargaming is seeing your work flourish in the expanding world of Wargaming titles and interacting with the millions of fans around the world who recognize your achievements.

Reports To

The Server Engineer will report to the Lead Server Engineer.

What will you do?

  • Design and implement gameplay-oriented distributed backend architectures in C++/Python.

  • Assist other engineers with latency-aware feature design and implementation.

  • Architect a new suite of network engine tools and support systems.

  • Work closely with both internal and external engineering groups to implement third-party tools and services.

What are we looking for?

  • Bachelor’s degree in computer science, math, physics, or engineering.

  • 5+ years of AAA game development with shipped title(s).

  • Expert mastery of C++ and Python, including distributed and remote debugging techniques.

  • Demonstrable understanding of how software architecture choices impact the operational efficiency of computing hardware.

  • Extensive experience implementing scalable distributed services, including a deep knowledge of multithreaded programming.

What additional skills will help you stand out?

  • Professional experience working with Linux-based server deployments.

  • Proven ability to be a team player.

  • Knows the value of documentation and communication.

About Us

Wargaming is an award-winning online game developer and publisher headquartered in Nicosia, Cyprus. Delivering legendary games since 1998, Wargaming has grown to become one of the leaders in the free-to-play MMO gaming industry with 4500+ employees and more than 20 offices globally. Over 200 million players enjoy Wargaming’s titles across all major gaming platforms, including the massively popular World of Tanks and World of Warships.  

Working in our company means always having interesting challenges and gaining valuable experience while working with top-class experts.  

Take your place among our passionate and experienced team and bring out the best in yourself at Wargaming!  

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Dota 2 Update – October 31st, 2018

– Fixed a longstanding bug that caused units to attack more slowly than expected at certain attack speeds.
– Fixing a bug that caused Morphling to not gain stats when leveling up while morphed.
– Fixed a bug that allowed the Silence from Riki’s Smoke Screen to be applied to units with Spell Immunity.
– Fixed a bug that caused Monkey King to become disabled when Feared during Primal Spring channeling.
– Fixed post-game scoreboard text not clipping correctly with long strings.

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Command & Conquer Rivals Releases December 4th

We were just as sceptical as you guys were when we first heard about the existence of Command & Conquer: Rivals. It IS a pretty cynical use of a much loved franchise that hasn’t had a decent try in years, after all.

At the same time, looking at what we’ve seen so far (including Dan’s hands-on time with the game at E3), I still think there’s room for Rivals to surprise us all. Plenty of people who’ve actually played the game have suggested that it’s actually pretty decent. Behind the abused license seem to lurk a paced, deep tactics game that just wants to be given a chance.

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Which you can do come December 4th, when the game releases worldwide on both iOS and Android devices.

As EA themselves point out, this isn’t a “drop-and-watch” game like other competitive strategy tiles on mobile. You do have control of your units through all stages of a match. EA are also pretty serious about making this a major mobile title for them, as indicated by their yearly earnings report:

It will also be our next official EA competitive gaming franchise, with a complete ecosystem beginning to roll out in Q4, including community tournaments and a championship pro scene. This is a fast-paced, head-to-head strategy game that is easy to play, a lot of fun, and perfect for competitive play. We’ve had great engagement and feedback in our soft-launch testing, and strong interest from competitive players. This is our first entry into mobile esports, and we’re excited for Command & Conquer: Rivals to expand our global audience of players and spectators.

What is currently unknown, and what we’ll be looking closely at, is the monetisation systems. EA have a bad reputation in this space, and I doubt their overall strategy will shift dramatically for Rivals, but if we’re lucky, it may be just enough to make it worth-while. The influences of games like Fortnite also can’t be ignored, which subsist largely on cosmetic DLC – proof, of sorts, that you don’t need to resort to pay-to-win to engage your player base.

You can go to the official website if you want to try and get in on the pre-release activity on iOS, and on Android you can just register directly on the Google Play store.

Command & Conquer Rivals will release world-wide on iOS and Android December 4th, 2018.

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Card Crawl is Free on iOS and Android for Today only!

By Joe Robinson 31 Oct 2018

Tinytouchtales put out some amazing games, and it’s been a pleasure covering their stuff since I’ve been in post here. Card Crawl, which released before my time, is one of the studios’ earlier hits – winning several of our awards in 2015 and generally being a great example of solitaire card games on mobile.

To celebrate Halloween this year, the developers are making the game free. That is, they’re doing a 100% discount on the cost-of-entry to own and play this game in its entirety.

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Depending on your platform, this will mean one of two things:

iOS Users

On the Apple Store this is a premium game, so it’s simply had its price removed for the duration of the sale. It’s free to acquire, and you’ll keep it in your library forever.

Android Users

On Google Play, Card Crawl has always been a ‘free’ game in the sense that you could try it out with a limited feature set, and then purchase an IAP to unlock the full game.

You can’t discount IAPs on Google Play, it seems, so for the moment the developers have uploaded a new build of the game that unlocks all the content automatically. You don’t need to purchase the IAP to get the full game. I imagine they’ll swap the builds back around when the promotion ends.

The promotion only lasts today (October 31st) and will end at midnight. We’ll update this story when we know which time-zone.

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FIFA & Madden drive a strong Q2 for EA ahead of Battlefield V

Electronic Arts published its latest earnings report today, and while both revenues and profits were up year-over-year, lower-than-expected forecasts for next quarter — the big holiday quarter — seem to have driven EA’s stock price down.

EA reportedly earned $255 million in profits on $1.28 billion in revenues generated during its second quarter, which encompasses the three months prior to September 30th.

That seems quite a bit better than the same period last year, when EA lost $22 million on $959 million in revenues. 

The company chalks its recent good fortunes up to strong revenues generated by its EA Sports games, most notably Madden 19 and FIFA 19 (pictured).

Looking ahead, EA predicts it will bring in ~$1.73 billion in revenues next quarter (which will see it launching Battlefield V), which apparently is a bit less than the $2 billion expected by investors. All told, EA expects to earn nearly a billion dollars in profit (~$962 million) on ~$5.15 billion in revenues generated during its current fiscal year, which ends March 31st.

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Video: Identifying insignificant details which determine a game’s success

Details are significant and shouldn’t be overlooked. They make the difference in perceived quality, and also in sales and success. It’s important to nail the details, no matter how small. 

In this classic GDC 2012 talk, Sucker Punch’s Jaime Griesemer discusses how to apply detail-oriented design principles to other games, franchises, genres and generations.

“Really, the point is that in game design you should be playing really good games and looking for the flaws and looking for the problems,” Greisemer explains. “You should also play not-so-good games and trying to draw out the promise and train yourself to find the gem in the rough.” 

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

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

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

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Battlefield V will have premium currency, but no pay-to-win progression system

Battlefield V is doing away with its premium pass in favor of Tides of War, a new live-services system which seems will only allow in-game currency bought with real money to be spent on cosmetic upgrades.

This decision makes a lot of sense considering the massive backlash around Star Wars: Battlefront II’s loot box system, which lead to outcry over the game’s progression system and virtual currency economy.

As detailed in a blog post, Battlefield V developer DICE explains how Tides of War will work. In terms of game economy, there will be two types of currency: “Company Coin” and a currency which can be bought with real money called “Battlefield Currency”. 

Company Coin can be used to buy skill tree upgrades and new gear, while Battlefield currency can only be used to purchase cosmetic upgrades. 

It’s worth noting that Battlefield Currency won’t be available at launch, with the post going on to explain how first players need “to get hands-on experience with their Company, the progression system, and earning Company Coin before introducing premium currency”.  

Battlefield V is made to reward how often you play and how well you play,” the post continues. “You will never be able to use Battlefield Currency or spend real-world money to get anything that gives you an unfair gameplay advantage.”

It seems DICE is hoping that allowing players to spend real money on cosmetics alone should avoid this issue of pay-to-win, but its not clear if other aspects of the monetization system will arise come launch day.