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Video Game Deep Cuts: Smash That Magic Spiderweb

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 neat Smash Brothers interview, a review of Magic Leap’s reveal party, and words of wisdom from Spiderweb Software, among many others. And more articles about nose-picking in games, please!

Thanks for reading as always – until next time…

– Simon, curator.]

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Google and Xbox just started the next platform war (Oli Welsh / Eurogamer – ARTICLE)
“Game streaming is coming. It’s been coming since before we all laughed at OnLive and ignored PlayStation Now, and those too-little-too-soon gambits did nothing to impede its inevitable arrival. It is the future, in the sense that a credible and widely-used iteration of game streaming technology is around the corner and is something everyone reading this will probably end up using.”

The Making Of Nintendo’s Best Nose-Picking Game (Stephen Totilo / Kotaku – ARTICLE)
“We sometimes hear the tales behind the making of Nintendo’s greatest games: the Zeldas, the Marios and the Metroids. Let us bend our ears for another tale, this time of the making of Gold Digger, a game about a finger interacting with a nose. Gold Digger was co-created by Goro Abe, a longtime developer at Nintendo who helped make the 2003 Game Boy Advance game WarioWare, Inc.: Mega Microgames, known more simply as WarioWare.”

Whither the Software Artist? (or, How Trip Hawkins Learned to Stop Worrying and Love the Consoles) (Jimmy Maher / Digital Antiquarian – ARTICLE)
“And, indeed, the story of EA is often over-dramatized and over-simplified. Questions of authenticity and creativity are always fraught; to imagine that anyone is really in the arts just for the art strikes me as hopelessly naive. The EA of the early 1980s wasn’t founded by artists but rather by businessmen, backed by venture capitalists with goals of their own that had little to do with “fulfilling the potential of personal computing.””

Meow Wolf’s Magic Kingdom (Taylor Clark / California Sunday – ARTICLE)
“One afternoon this Spring, I was exploring the dim, salmon-pink kitchen inside the Meow Wolf collective’s first permanent exhibit, House of Eternal Return — a sprawling, fever-dream portrayal of a family home that had a nasty brush with the multiverse — when someone bulldozed me aside from behind.”

Making cars and writing code: Production Line‘s refreshing dev approach (Joel Couture / Gamasutra – ARTICLE)
“Gamasutra reached out to Harris to talk about the work that went into turning car manufacturing into a game, how he gave players multiple means to build their dream factory, the challenges and benefits he’s found in working on something so complex on his own, and what it is that draws him to this intricate genre.”

Failing to Fail: The Spiderweb Software Way (Jeff Vogel / GDC / YouTube – VIDEO)
“In this GDC 2018 talk, Spiderweb Software’s Jeff Vogel presents a retrospective on his company’s history and how they’ve managed to stay in the game-making business since 1994. [SIMON’S NOTE: This is a seriously good talk.]”

How to choose what game to make next (Jake Birkett / Grey Alien Games – ARTICLE)
“Basically you must make sure your game has an audience that is big enough to generate the sales you need and that you can reach them (via marketing, community, virality etc. but that’s a whole other topic.) However, if you choose an oversaturated market, the audience may be huge, but it will be very hard to stand out in that market unless you make a) a game with something special about it and b) one of the best examples of games in that market.”

From Kong to Kirby: Smash Bros’ Masahiro Sakurai on mashing up 35 years of gaming history (Keza MacDonald / The Guardian – ARTICLE)
“Masahiro Sakurai is 48 years old, but looks almost ageless. In his face, you can see the prodigious teenager he once was. Sakurai was 19 when he directed his first game, Kirby’s Dream Land, at HAL Laboratory, a Tokyo developer that made a string of excellent games for Nintendo’s consoles in the 90s. His parents were perplexed; in their generation, video games didn’t exist.”

The Making of Fallout Shelter (Noclip / YouTube – VIDEO)
“Noclip goes behind the scenes at Bethesda Game Studios to tell the unlikely story behind the development of the most played game they’ve ever released; Fallout Shelter.”

I learned about climate change by watching Fortnite on Twitch (Angela Watercutter / Wired – ARTICLE)
“I know very little about climate change. I know even less about Fortnite. And Twitch. (Yes, I know; I should be fired.) I’m aware that they’re all real things that exist, but videogames and global warming aren’t my beat. Yet, I’ve been staring at this one Fortnite Twitch video for a good hour.”

Magic Leap is real & it’s a janky marvel (Jonathan Shieber / TechCrunch – ARTICLE)
“Setting aside the problems that Magic Leap still has with field of view and with slight glitches in the game mechanics (which could entirely have been the fault of this author), Dr. Grordbort’s lays out the Magic Leap headset as a convincing gaming device (albeit at a somewhat price-prohibitive $2,295 apiece). [SIMON’S NOTE: Gamasutra also has a number of pieces on the L.E.A.P. Conference.]”

Fallout 76 hands-on: three hours in Bethesda’s online wasteland (Andrew Webster / The Verge – ARTICLE)
“But then you step outside, where a dozen people dressed in identical blue-and-yellow vault suits are all hopping around, looting the same corpse for weapons. Each one of those vault dwellers is a real person, sharing the same irradiated world as you. They wave at each other and fire guns aimlessly as they learn the controls. That’s when it hits you: Fallout 76 may look and feel like a typical 3D Fallout game, but it’s something very different.”

Hellblade: Senua’s Psychosis (Ninja Theory / YouTube – VIDEO)
“A 25 minute feature about how we worked with experts in the field of neuroscience and those with lived experience of voice hearing to create a truthful representation of psychosis in Hellblade: Senua’s Sacrifice. [SIMON’S NOTE: this video was put online for the first time to support a new Ninja Theory scholarship training mental health professionals.]”

The 12 best indie Metroidvania games (Jeremy Parish / Polygon – ARTICLE)
“Thankfully, we’ve had no shortage of indie developers eager to jump in and fill the double-jump-boot-shaped hole in our hearts. Metroidvania-inspired platformers rank up there with roguelike (or roguelike-like) procedural games as some of the most popular among aspiring indies.”

A Long And Hopefully Interesting Conversation About Microtransactions (Jason Schreier / Kotaku – ARTICLE)
“Stephen [Totilo] explains how the microtransactions in Odyssey actually work, Kirk [Hamilton] elaborates on his ongoing theory of how in-game purchases poison the well because of a fundamental friction between game design and commerce, then we ask all sorts of related questions. Why do $60 games have microtransactions? What is it about ‘commerce design’ and its intersection with game design that can make us feel so ripped off? And what does this all mean for the future of gaming?”

Snap, Crackle, Pop: Crunch & self-mutilation in Swery’s new puzzler The Missing (Alex Wawro / Gamasutra – ARTICLE)
“It’s anodyne cruelty. J.J. is repeatedly beaten and broken, crying in pain as she loses limbs or snaps her spine, but there’s no blood (just sprays of white) and she always heals herself back to normal at the press of a button. Swery has described it publicly as a sort of love letter to the 2D platformers and puzzlers he grew up playing, games like Out of this World and the original Prince of Persia.”

Feel better about your PlayStation VR with sweet new games Astro Bot, Firewall (Sam Machkovech / Ars Technica – ARTICLE)
“This season’s biggest PSVR games, Astro Bot: Rescue Mission and Firewall: Zero Hour, are both good and bad news for anybody getting excited about the Quest’s possibilities. The good news is that these games deliver great gameplay while leaning on simple, lower-powered graphics (and in Astro Bot’s case, still looking gorgeous). But Oculus fans will probably never see these first-party Sony games on next year’s wireless kit, and it’s a reminder that sometimes, smart development (and triple-A money to fund it) can beat any futuristic tech possibility.”

He said, she squirmed: The pickup artist game that is the talk of IndieCade and may help us communicate better (Todd Martens / LA Times – ARTICLE)
“A woman looks for her friends at a bar and accidentally makes eye contact with a man. The man comes over. He stands between the woman and her friends. He professes his love to the woman, but she’s never met him before. The man is a pickup artist, and his goal is simple: to use conversation to trick the woman into going home with him. He touches her arm and begs for just a moment of her time. Does she laugh? Or run?”

Clowns, Houdini, and a vanishing teenager – the Borderlands developer isn’t your regular video game studio (Kirk McKeand / VG247 – ARTICLE)
“If you didn’t know he was behind the studio that creates the Borderlands series, you would swear Pitchford was solely a magician and entertainer. All around his house there are huge tomes on magic. Even the way the home is built – every inch of it to Pitchford’s specifications – encourages exploration, full of secret compartments and hidden rooms: a clue to his video game experience, perhaps.”

Tomb Raider’s grisly death animations are outdated (Mark Brown / Polygon – ARTICLE)
“These gruesome death scenes that play just before you get a “game over” have been part of the Tomb Raider DNA since 1996, when watching her rag-doll body crumple into a messy pile after a botched jump was just part of the experience. But while the franchise has changed a lot in its many sequels and reboots… these death sequences are one thing that have stayed the same.”

 

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[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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Summon up a Nintendo Switch bundle with Diablo III: Eternal Collection starting Nov. 2

Summon up a Nintendo Switch bundle with Diablo III: Eternal Collection starting Nov. 2

The devil is literally in the details of a new Nintendo Switch bundle featuring Blizzard’s legendary game Diablo III: Eternal Collection, launching exclusively at GameStop on Nov. 2. Fans who pick up the devilish bundle will receive a Nintendo Switch system and dock featuring Diablo III artwork, a download code for the Diablo III: Eternal Collection game and a themed carrying case, all at a suggested retail price of $359.99.

Diablo III: Eternal Collection contains the full classic game, as well as all of its expansion content: Rise of the Necromancer and Reaper of Souls. In addition, fans who play the Nintendo Switch version will receive in-game items that are only available on Nintendo’s hit console. These in-game bonuses include a variety of items from The Legend of Zelda series, including Ganondorf Transmog Armor, a companion Cucco pet and a Golden Triforce Portrait Frame.

In Diablo III: Eternal Collection, players choose between one of seven classes, including Barbarian, Crusader, Demon Hunter, Monk, Necromancer, Witch Doctor and Wizard, to set off on a dark and memorable adventure to destroy demons and discover loot. The critically acclaimed game is hailed for its style and gameplay, which is perfect for playing on the TV or on the go using Nintendo Switch.

For more information about Diablo III: Eternal Collection, visit https://www.nintendo.com/games/detail/diablo-3-switch.


Blood and Gore
Partial Nudity
Violence
Users Interact

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Daily Deal – Tales of Berseria™, 75% Off

We wanted to give you a heads up about some exciting language options coming to Steam.

Starting today, we are adding two new languages (Vietnamese and Latin American Spanish) to the list of 26 languages officially supported by Steam. This means the Steam desktop client, the Steam store, and the Steam Community, are all translated to make it easier for Vietnamese or Latin American Spanish speakers to interact with Steam, find games, and chat with friends. It also means that game developers can now provide translations of their game in those languages through Steam.

Why Vietnamese?

Vietnamese is the sole national language of the country Vietnam, but is also widely used in other countries, including the United States, Australia, and France. There are over 75 million Vietnamese speakers worldwide. In November of 2017, we added Steam support for the national currency of Vietnam, the Vietnamese Dong, along with a number of payment methods that make it easier for players in Vietnam to make purchases on Steam. While supporting payments methods and currencies is important for making Steam accessible to global audiences, we realized our mistake in not also supporting the national language too so that players can more easily find their way around Steam and be able to get games in their native language, when available.

Why Latin American Spanish?

In the past, Steam has only supported a single definition of Spanish-language. But our customers and game developers have been reminding us of the stylistic differences among Spanish spoken in different locales, and requested that Steam support that difference. As a result, we now have a definition of both Castilian (European) Spanish and Latin American (LatAm) Spanish, translating the Steam desktop client, store, and community into both variants of Spanish.

As a practical example, this is how we already treat Portuguese and Brazilian Portuguese, where customers can choose one, the other, or both for their language preferences, and game developers can indicate whichever variants their game supports.

Changing Your Language Preferences in Steam

Whether your native language is Vietnamese, Castilian Spanish, or any of the 26 other languages supported by Steam, you can specify your language preferences in the Steam desktop client by clicking “Steam>settings>interface”.

Additionally, you can specify more than one language within the Steam store to help you find more games available in languages you may speak. For example, you may want to run Steam in Vietnamese, but you also speak English and want to make sure you can find games that are available with English language audio. You can visit your store preferences to select multiple languages for games that you wish to discover in the Steam store.

FAQ for Game Developers

Language support can be pretty important for the enjoyment of games. If you are making a game on Steam, here are some questions we thought you might have and some answers. Of course if you have additional question, please let us know through the Steamworks contact form.

Q: What do I need to do if my game already supports Spanish?
A: If you want to add another language support option, you can provide Spanish support in both Castilian and Latin American varieties. If you don’t plan to add additional support, that’s OK: Steam will assume that your existing Spanish language content is Castilian and automatically provide that content to customers that have indicated either Castilian or Latin American Spanish. If your existing translation is actually Latin American Spanish, you can update your definition within Steamworks by visiting your app landing page and clicking “Edit Steamworks Settings” and selecting “Depots” from the “SteamPipe” drop-down.

For more information on translating your game into different languages, and a list of supported languages, please see https://partner.steamgames.com/doc/store/localization

Q: What if my game doesn’t support Spanish at all?
A: That’s okay, and you don’t need to make any changes. But just so you know: nearly 2 million of our 45 million daily active users view the store in Spanish, and platform revenue in Latin America increased 35% over the previous year… so now might be a good time to consider adding support!

Q: What’s the difference, anyway? Why does this matter?
A: There are some substantial differences in vocabulary and colloquial choices between these two varieties of Spanish. By supporting the difference on the Steam store and UI, we can make it more welcoming and easy to use. By supporting the difference in your game, you can provide the best possible experience to any customers who want to play your game in Spanish. Historically, customer improvements to localization and regional support have helped grow the overall pie of platform opportunity for developers, and we think this will be one more improvement for people who play and make PC games.

Q: Do I get any benefit if my game supports additional languages on Steam?
A: Definitely! In addition to making your game more accessible to more customers, language preference is one of the things the store takes into account when making recommendations. That means a customer is more likely to see your game in the store if it supports the language preferences the customer selected. For example, Vietnamese is the fifth most spoken language in the United States, at around 1.5 million speakers.

Q: Where can I learn more about adding language support?
A: We’re so glad you asked! The documentation here provides a rundown on localization, and some best practices and advice. https://partner.steamgames.com/doc/store/localization

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Video: BioWare’s postmortem look at the making of Star Wars: The Old Republic

Building a massively-multiplayer online RPG became a very different, very competitive business after Blizzard’s World of Warcraft took the industry by storm in the mid-2000s.

BioWare was one of the few companies to debut a competiting MMORPG and keep it online, launching its own Star Wars: The Old Republic in 2011 and keeping it going (while navigating the transition to free-to-play) through to the present day.

At GDC 2012, MMO veterans and BioWare Austin leads Richard Vogel and Dallas Dickinson discussed how Star Wars: The Old Republic positioned itself to break into the World of Warcraft-dominated MMO market. Throughout the talk, the pair explained in-depth the various strategies the team used to prepare the game for a strong debut.

The whole thing was fascinating, so if you missed it back then (or just want to refresh yoursef) you should know that Vogel and Dickinson’s talk is now 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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Watch our chat with CrossCode’s lead developer and composer!

For any readers who are archiving the successful games of 2018, it’s worth paying attention to the story of CrossCode. It’s an RPG Maker-inspired game that rallied a successful Indiegogo campaign and ventured through the waters of Steam Early Access before finally releasing back in September.

Its success is surprising in part because single-player RPGs have not known much success in the Early Access waters, and in a sea of similar 2D games, it’s managed to stand out with solid mechanics and a charismatic sense of charm. 

So today on the Gamasutra Twitch channel, we took the time to stream CrossCode with two of the game’s developers: Felix Klein, who’s been working on the game in some form for seven years, and Deniz Akbulut, who composed the music and claims to have suggested the game’s “stupidest” ideas. 

If you want to know more about succeeding with single-player RPGs on Early Access, you should click on the video above to watch our full conversation. And while you’re at it, be sure to follow the Gamasutra Twitch channel for more developer interviews and editor roundtables. 

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Facebook is testing a mobile app for watching Facebook Gaming streams

Facebook is currently testing a mobile spin on its Fb.gg streaming platform that groups features currently available in the company’s Facebook Gaming web platform into a mobile-friendly app.

Sensor Tower first spotted the app this week, reports Engadget, and it has since been revealed that the test is limited only to Android users in the Philippines. 

Based on a store listing from the Google Play Store, the app offers the ability to watch streams being broadcast to Facebook and also access the Instant Games library it offers for the Facebook Messenger app.

Though only in beta, the app represents another facet of Facebook’s big video game push. The company has backed tools that encourage both developers and streamers to take advantage of Facebook as a potential streaming platform, including the earlier launch of that Fb.gg streaming hub, a recent program to help new Facebook streamers, and a SDK for game devs focused entirely on building the ability to broadcast to Facebook directly into games.

In a statement shared with Engadget, Facebook notes that a full release of the app isn’t set in stone. Instead, the company plans to look at feedback obtained from the limited beta and make a decision from there. 

“We recently started testing a standalone gaming app on Google Play that builds on the experience of fb.gg, our destination on Facebook for people to find gaming content in one place. The fb.gg app is currently in beta with a limited set of features and available in the Philippines. We’re using the beta phase to get feedback from the gaming community and will make a decision on whether we roll it out further based on that response.”

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Weekly Jobs Roundup: Outfit7, Cryptic Studios, and more are hiring 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.

Here are just some of the many, many positions being advertised right now. If you’re a recruiter looking for talent, you can also post jobs here.

Location: Barcelona, Spain​

Outfit7 is looking for a Senior Game Developer to design, architect and implement game features and components as a member of its team in Barcelona. The studio is after a developer with at least 2 years of experience and a strong technical background in addition to seeking a dev with C# or C/C++ skills and excellent leadership, communication, and interpersonal skills.

Location: Pittsburgh, Pennsylvania

Schell Games is seeking an Experienced Game Designer with the capability to both 1) creatively engage teams and 2) establish and guide the vision for a wide variety of transformational and entertainment guest experiences. The ideal candidate will bring strong skills in game design, leadership experience, vision holder, transformational design, agile development, partner relationships, technical expertise, and flexibility.

Location: Los Gatos, California

Cryptic Studios is looking for an enthusiastic, talented and versatile technical artist to join the Magic the Gathering MMO team. With a unique combination of artistic and technical expertise, you will be the bridge between artists and engineers who ensures an efficient art pipeline and optimized game.

Location: Sydney, New South Wales, Australia

Plastic Was is seeking a veteran VR/UE Blueprint/C++ Developer to Lead our Unreal Department onsite in its waterfront studio in Rhodes, Sydney. The team is after someone who is passionate about developing real-time capture and render technologies to redefine the process of film and television production and empower the Director and creative team’s vision for our projects. As a Technical Team Lead, you will help grow and nurture the Unreal team. You’ll be trusted to spearhead development efforts as well as work closely with stakeholders, Head of Studio, producers and relevant heads of department. As the Lead UE/VR Developer, you will have the incredible opportunity to create & influence the future of the studio’s VR/AR process.

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Facebook confirms 30 million people had personal data stolen in breach

Facebook has released some of the findings of its investigation into the security breach it discovered weeks ago, ultimately reporting that 30 million Facebook users had login access tokens stolen during the attack and that it is now working with the FBI to investigate the attack’s source. 

Those tokens, which were stolen by taking advantage of three software bugs relating to the platform’s View As profile feature, essentially allow an attacker to hijack the Facebook profiles of affected individuals.

While Facebook developer accounts and Oculus profiles were not affected in the breach, the extent of the attack itself makes it something developers that use Facebook both for personal and professional reasons should be aware of. Facebook users can check if they had information stolen from the platform’s help center

Facebook dives into how it tracked down the attack in the first place in the blog post, but ultimately says that 30 million individuals were affected by the breach. The attack started out with the theft of tokens belonging to 400,000 people, which were then used to steal access tokens from the Facebook friends of those 400,000 people and onward until 30 million were hit. 

Of those, 15 million people had their name and contact information accessed while an additional 14 million people had that info plus more specific profile information like “username, gender, locale/language, relationship status, religion, hometown, self-reported current city, birthdate, device types used to access Facebook, education, work, the last 10 places they checked into or were tagged in, website, people or Pages they follow, and the 15 most recent searches.” The remaining 1 million had tokens stolen but did not see their personal info accessed.

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Valve under investigation by Brazilian government over violent political game

Valve is currently being investigated by Brazil’s Public Ministry of the Federal District and Territories (MPDFT) after Bolsomito 2k18, a violent game which tasks players with purging the country of “the evils of communism” and “the growing corruption and inversion of values that plagues his society” was published to Steam last week.

The company has drawn criticism over the past few months after introducing a policy change which loosened what content could be sold on the platform.

However, it seems Bolsomito 2k18 doesn’t fall under the “trolling” category (which would be grounds for the game to be removed from the marketplace), even after Valve attempted to clarify the vague term.

As reported by Eurogamer, the Brazillian government has also opened an investigation into Bolsomito 2k18’s developer BS Studios with the purpose to “investigate the availability of the game “Bolsomito 2k18“, created by BS Studios and distributed by Valve Corporation (Steam).”

According to the document, the investigation was opened due to the game’s release “two days before the first round of the Brazilian elections,” and the game’s content, which “clearly intends to harm [the] Presidency of the Republic and thereby embarrass the 2018 elections” and “cause collective moral damages to the movements social, gays and feminists”.

The game was inspired by the current political climate in Brazil, and both the name and player character of the game directly reference Brazilian politician Jair Bolsonaro, who has been described by Eurogamer and others as frequently using misogynistic, homophobic and racist rhetoric to sell his political agenda. 

The document also states the MPDFT will notify Valve to “cease the availability of the game Bolsomito 2k18 on their gaming platform,” and “identify and qualify those responsible for BS Studios”.

As of this publication, Bolsomito 2k18 is still available for purchase on Steam, with Valve yet to release a statement regarding the investigation.  

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John Carmack and ZeniMax have ended their legal dispute

The legal battle between id Software co-founder John Carmack and current id Software owner ZeniMax has ended, though a related dispute between ZeniMax and Oculus rages on. 

Carmack, who now serves as Oculus’ CTO, tweeted out yesterday that his “personal legal disputes are over” and that ZeniMax has “fully satisfied their obligations” to him following its 2009 purchase of id Software. 

The personal legal dispute mentioned by Carmack refers to the $22.5 million lawsuit he filed against ZeniMax in 2017, alleging that ZeniMax violated an asset purchase agreement by dragging its feet when Carmack tried to convert a promissory note he received in the sale of id Software to ZeniMax shares.

At the time, Carmack said that he tried to convert the note into ZeniMax stock and then cash out his shares in the company, a sum that would’ve totaled $45.1 million combined with the sale of with his existing stocks, but that ZeniMax was not complying with the transaction in way that would’ve let the deal close before the guaranteed $45 per share was set to expire. 

Now, Carmack says the issue has been settled though he does not offer specifics on the resolution reached. “My personal legal disputes are over,” reads the tweet. “ZeniMax has fully satisfied their obligations to me from the purchase of id Software, and we have released all claims against each other. (The appeal for Oculus still goes forward)”

The Oculus appeal meanwhile deals with an earlier dispute between ZeniMax, Oculus, and individuals related to the company that accused Oculus of building its flagship VR technology on tech and information illegitimately obtained from ZeniMax. The initial case on that issue concluded in early 2017, with the court awarding a total of $500 million to ZeniMax on the grounds of a broken NDA, copyright infringement, and false designation.

Oculus has since appealed the verdict that holds the company responsible for $200 million of the overall $500 million in damages, and that dispute seems to remain unresolved despite Carmack’s personal resolution.