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Video: Designing Titans, the ‘moving’ levels in God of War III

In this classic GDC 2012 talk, Sony Santa Monica’s Chris O’Neill and Bruno Velazquez share the development story of making God of War III’s Titans from elevator pitch to completion, outlining the technical and creative challenges they faced along the way.

O’Neill and Velazquez discuss how the Titans, real-time moving levels built on giants, presented new and vast challenges for the entire development team.

After all, combining fluid level design, interesting visuals, and an exciting boss battle into a seamless experience required a team-wide desire to innovate, intensely collaborate, and show fans something they had never seen before.

It was an insightful talk that’s definitely 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 company Informa.

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Stillfront acquires Imperia Online developer for $11M

The Swedish firm Stillfront Group announced today that it has acquired developer Imperia Online, known for the medieval-themed MMO strategy game of the same name, for €10 million (~$11.7 million).

Since being founded in 2009, Imperia Online has published 25 games for both browser-based and mobile platforms, reportedly retaining over 45 million players worldwide.

“Imperia Online fits perfectly into Stillfront’s growth strategy by broadening our portfolio of studios and games with characteristics that drive long-term gamer relations,” says Stillfront CEO Jörgen Larsson.

As reported by Pocket Gamer,Stillfront acquired 100 percent of shares in the company, with €5 million euros (~$5.8 million) payable in cash while €5 million (~$5.8million) will be paid through 269,412 newly issued shares.

The deal could potentially increase to €27.5 million (~$32.3 million) caused by earnouts based on Imperia Online’s performance over the next three years.

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Telltale Games initiates ‘majority studio closure’

Update: While Telltale Games representatives have not yet responded to our request for comment and further details, word is spreading that the studio maintains only a skeleton crew (25 people out of what was estimated to be a staff size of ~250 people) to complete work on a single project.

The rest were let go this week, reportedly without any severance, and it sounds as though all of the company’s other ongoing projects are in jeopardy or have been cancelled outright, including The Wolf Among Us 2.

Update 2: Telltale co-founder and former CEO Kevin Bruner issued a statement on the closure this afternoon. Bruner was ousted from the company a year and a half ago and is currently suing the studio over his expulsion.

“Today, I’m mostly saddened for the people who are losing their jobs at a studio they love,” he wrote. “And I’m also saddened at the loss of a studio that green-lit crazy ideas that no one else would consider. I’m comforted a bit knowing there are now so many new talented people and studios creating games in the evolving narrative genre.”

While Bruner’s words on the shutdown were nostalgic, a report from March this year cited anonymous Telltale sources who said he was an abrasive credit-hoarder–an accusation that he denied.

Update 3: The official Telltale Games Twitter account announced a “majority studio closure” in a tweet:

“It’s been an incredibly difficult year for Telltale as we worked to set the company on a new course. Unfortunately, we ran out of time trying to get there. We released some of our best content this year and received a tremendous amount of positive feedback, but ultimately, that did not translate to sales. With a heavy heart, we watch our friends leave today to spread our brand of storytelling across the games industry.”

The tweet also confirms that a small group of 25 employees are staying on to fulfill the company’s obligations to its board and partners.

For the time being, the studio is steering clear of officially announcing a complete closure, and will issue comments regarding its product portfolio in the next few weeks.

In a statement to Variety, Telltale partner Netflix was less coy about the situation at Telltale. The company initially stated the following: “We are saddened by the closing of Telltale Games – they developed many great games in the past and left an indelible mark in the industry. Minecraft: Story Mode is still moving forward as planned. We are in the process of evaluating other options for bringing the Stranger Things universe to life in an interactive medium.”

Not long thereafter, Netflix evidently amended their statement to Variety so that rather than specifically mentioning studio closure, it instead opens: “We are saddened by the news about Telltale Games…”

Original story:

Telltale Games, the studio behind games like The Walking Dead and The Wolf Among Us, appears to be closing its doors, according to social media posts from multiple developers previously employed at the company. 

Gamasutra has reached out to Telltale Games for more details on the situation, but posts from developers on Twitter and Facebook, both private and public, seem to indicate that the studio is shutting down or experiencing large-scale layoffs. This story will be updated following the studio’s reply.

If you or someone you know has been affected by this closure, you can email Gamasutra to share your story confidentially.

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Don’t Miss: Exploring the rise and appeal of Roguelikes

Over the last year, the roguelike has become the it-genre, particularly for independent developers. While debate remains over what constitutes a roguelike or whether the term should even be used, there’s no argument around the fact that both developers and players have come to love these games for their endless, procedural challenges.

This year’s best student game in the Independent Games Festival was Risk of Rain; Klei Entertainment sold over a million copies of Don’t Starve last year. These are just two obvious success stories that owe a lot to the appeal of roguelike mechanics.

Tanya X. Short of Kitfox Games (Shattered Planet) succinctly captures this appeal: “As a designer, and as a player, I love procedurally generated, system-driven games because I’m curious.”

That hook has lead more and more to explore the boundaries of roguelike game design. “I think success breeds success,” says Don’t Starve lead Kevin Forbes. “There have been a couple of really good games in the past few years that serve both as an introduction for players, and as inspiration for developers.”

“There’s a book that could be written on this topic.”

Daniel Cook, developer at Spry Fox (Road Not Taken) explains another key element of the genre — its longevity. “I’ve been playing NetHack for well over 20 years. It is very much a hobby for me. The long-term variability, depth of mastery, and richness of evergreen surprising moments are an anomaly in this era of disposable movie games,” he says. In fact, the roguelike — from its history to its design space — is so fruitful that “there’s a book that could be written on this topic,” he says.

“When some journalist / grad student / pundit asks ‘What is the culturally relevant future of the game industry?’ one loud and clear answer should be ‘roguelikes,'” says Cook.

The roguelike has caught on not just with developers, but also with players. Why is that? 100 Rogues developer Keith Burgun puts it down to a renaissance of players looking for games that offer rich play experiences — which we can also see in the surge of popularity of everything from Minecraft to European board games, he suggests.

“I think people are just slowly, but surely, getting a tiny bit more ground about ‘what games are.’  They are realizing that games are fundamentally way more than just a Universal Studios theme park ride.”

He continues, “I think they’re starting to realize how important gameplay — quality interactions — are, and that’s causing more and more of them to look in places that they wouldn’t have before.”

Short notes that players are attracted not to the idea of the “roguelike” per se, but the experiences these games afford to them: “People don’t play first person shooters because they like the word FPS; people play FPSes because they enjoy shooting guns as an immersive experience.

“What I love as a player is that I’m constantly running into new situations that I want to share with my friends,” Cook says. Short agrees: “Their value tends to be in providing the maximum possible array of outcomes… i.e. satisfying novelty as long as possible, with the minimum number of elements.”

Burgun notes that this novelty can speak to gamers in a very basic way, with roguelikes offering “so much stuff in one package that surely something in there, you’re going to enjoy.”

“As a player, I feel like any given mechanic or system can reliably be pushed to its limits, as a challenge and as a strategic tool.”

“You can be surprised by something new every time you play. You can challenge yourself to learn about and master complex systems,” Forbes says. “I think that a lot of players really appreciate being able to direct their own experience, and emergent gameplay lets things happen that keep the experience fresh. There’s a level of replayability inherent to the genre that’s sorely missing these days.”

The roguelike allows for “unique, surreal and wonderful collisions between player agency and complex systems,” says Cook, a mode of expression that is “unique to games.”

Forbes continues this thought: “I’ve always found it odd we game designers have such an exciting, unique medium to work with, but so often waste its potential trying to emulate film.”

It’s the potential for surprise that can excite both the player and the developer, Short says. “As a player, I feel like any given mechanic or system can reliably be pushed to its limits, as a challenge and as a strategic tool. And as a designer, it’s incredibly satisfying to watch players use your systems to come up with new strategies you didn’t think of.”

But its appeal for developers extends well beyond that: Roguelikes provide an exciting creative space, certainly, but the genre also allows today’s smaller teams to stretch their resources.

“I think every designer now has to ask themselves, at the start of any game project these days, ‘Is there any way I can procedurally generate any of my content without the quality suffering enormously?’ Any answers to the affirmative must be taken seriously. The value-to-cost ratio is just too high,” Short says.

Cook puts it more succinctly: “One- or two-person teams can’t afford to make 100 hours of sexy 3D-storytime. But they can make 100 hours of roguelike bliss.”

“One- or two-person teams can’t afford to make 100 hours of sexy 3D-storytime. But they can make 100 hours of roguelike bliss.”

The savings is not simply based on the fact that content is generated procedurally and thus, in some sense, free — the thinking required to create games like these also insures design changes won’t result in costly rework, says Cook. “With static levels, a change to your core mechanics could result in months of rework,” Cook says. “Regenerating levels after a change to your game mechanics is a trivial exercise. Content becomes amenable to cheap refactoring.

That flexibility also results in a fundamentally different kind of gameplay, says Defender’s Quest developer Lars Doucet. “In most other games, you can always reset, or reload, and use your knowledge of the future (or of unchanging levels) to march your way forward. Most video games are like karate katas that you practice over and over again. With roguelikes and procedural death labyrinths, it’s an actual fight on the streets — you don’t know what’s coming at you, and you have to improvise and think on your feet.”

This procedural flexibility, in concert with mechanics like permadeth that the genre has popularized, “opens up the possibility for single-player video games to actually be contests — to be competitive — to be a thing you can win and lose,” notes Burgun.

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Google exploring 6DoF and other features for Daydream VR

Google has detailed a handful of features its team is toying around with for its Daydream VR platform that developers might be interested in, including experimental 6 degrees of freedom (6DoF) tracking for the Mirage Solo.

6DoF tracking isn’t a groundbreaking VR development on its own, but, as Google notes on its developer blog, the tech has typically been limited only to PC-based VR while the Mirage Solo is notably a standalone headset.

The company is adding APIs to the Mirage Solo that allows for 6DoF controller tracking, and has created its own set of experimental controllers to give devs a way to test out and create VR experiences to accompany the tech.

Ideally, this would mean that the Mirage Solo will eventually be able to offer accurate and self-contained positional tracking without the need for external cameras or sensors positioned throughout a room.

U.S.-based developers can apply for an experimental 6DoF dev kit to try out the tech for themselves on Google’s developer portal.

Google is also working on a way to open up the Mirage Solo to augmented reality through a WorldSense-powered “see-through mode” that would use the headset’s tracking cameras to let someone see the world around them while wearing the headset. With that, virtual objects could then be placed and interacted with in a real-world environment, similar to AR apps for mobile phone cameras and AR-dedicated headsets like the Magic Leap One.

A full write-up and a handful of gifs on these and a few other experimental features Google currently has in the works can be found on the Google Developer Blog

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Blizzard’s Diablo series tapped for possible Netflix show

Activision and Netflix look to be pulling together a team to develop an animated series based on Blizzard Entertainment’s Diablo series, at least according to a now-deleted tweet from a possible writer on the project.

If everything falls into place, this would see Diablo join the animated Castlevania series in Netflix’s library of game-inspired content and adds another notable franchise to the growing list of games being picked up for TV and film adaptations. 

Andrew Cosby, Hellboy writer and founder of the comic publisher Boom! Studios, tweeted yesterday that he is in final talks to sign on as the showrunner and writer for an otherwise unannounced Diablo animated series on Netflix. The tweet has since been deleted, but the folks at BloodyDisgusting were able to grab the text before Cosby removed the tweet.

“I guess I can confirm I am indeed in final talks to write and show-run the new Diablo animated series for Activision and Netflix,” read Cosby’s now-deleted Tweet. “It’s very exciting and I hope to the High Heavens it all works out.”

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The Weekender – Day trader edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. We’ve got three new releases of note and a bunch of sales to point out. Take a look and happy gaming!

Out Now

Stockpile (iOS Universal and Android)

Tabletop stock market and auction-themed game Stockpile has made its way from the physical realm to digital. Digidiced—makers of Terra Mystica, Cottage Garden, Agricola, Isle of Skye, and more—developed the digital version and it’s a solid edition. Gameplay centers on the auctioning of various stocks where you must outbid your opponents to win. Surrounding this, and simulating true markets, information is imperfect, and players have different levels of it. The goal, naturally, is to end the game with the most money. Stockpile features both a solo mode where you can play against three different levels of AI and online multiplayer where you can play other humans. Online play is asynchronous and is the selling point of the game. Solo mode is fine, the AI isn’t exceptional but it’s no pushover either, but other gamers certainly put up more of a challenge. My biggest complaints about the game are a cluttered UI where it is often hard to tell exactly what is going on. The game isn’t that complicated and it’s hard to imagine there wasn’t a better way to organize things. Also, the tutorial gets a bit long in the tooth, though this ultimately is a short-lived issue. Nevertheless, Stockpile is a fun game, especially multiplayer, and already includes the Continuing Corruption expansion.

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Where Shadows Slumber (iOS Universal and Android Beta)

The world has been plunged into darkness, but an old man’s discovery of a special lantern could change all of that. You guide the man, Obe, on a quest through an interesting and often terrifying world in Where Shadows Slumber, an adventure game. Where Shadows Slumber is full of puzzles and the lantern, and the interplay between light and dark, is central to those puzzles. It takes some experimentation but once you get the hang of it Where Shadows Slumber is a compelling adventure game and worth a look for fans of the genre.

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Pocket Farm (iOS Universal and Android)

Gamers have a fascination with farming. This is beyond dispute. Stardew Valley is a hugely popular PC game and several free-to-play farm-simulation games do quite well on mobile. Pocket Farm aims to bring a similar experience, but to the premium audience. The game looks good, and there’s quite a bit to plant and build, but it’s missing some basic capabilities like an undo button or obvious way to remove existing structures. Navigation around the farm is also managed via a floating joystick rather than normal touch controls.

Pocket Farm mobile

Sales

Quest of Dungeons (iOS Universal and Android): $.99 on iOS

Entertaining roguelike Quest of Dungeons boils down the hack-and-slash genre to its core essence. A big bad needs beating. You have some skills in beating down big bads. Get to it.

Hostage Negotiator (iOS Universal and Android): $3.99 – Review

Hostage-rescue sim Hostage Negotiator was recently ported to mobile and is a buck off for now.

Baldur’s Gate II (iOS Universal and Android): $1.99

Super old-school RPG Baldur’s Gate II Enhanced Edition is on sale, down from $9.99 to just two bucks. It’s not on sale on Android, but the original Baldur’s Gate Enhanced Edition is just $3.

Beholder (iOS Universal): $2.99

If you’re ready to make some tough choices in a grim, dystopian future now’s your chance. Beholder, a game where you run an apartment building and must spy on and rat out your unpatriotic neighbors, is on sale for $2.99 (normally $5).

Among the Stars (iOS Universal and Android): $2.99/$3.49

Card-drafting game Among the Stars made the jump to mobile back in May and includes asynchronous online play. This is only its second sale, normally $4.99, though the first sale only lasted a couple days.

Tempest: Pirate Action RPG (iOS Universal and Android): $3.99

Take to the seas as captain of your own ship, hire a crew of misfits and ne’er-do-wells, board and rob merchant vessels, battle and destroy rival captains, and raid shore-based settlements in Tempest. That’s the plan in Tempest where you go a questing as a pirate captain. It’s not the best pirate game that’s ever been on mobile, but Sid Meier’s Pirates has walked the plank of iOS 11 so if you need something to fill the void, this might be it.

Brass (iOS Universal and Android): $3.99

Economic game Brass is all about making money and building monopolies during the Industrial Revolution. It’s $2 off right now.

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Blog: The interplay between order and chaos in games

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.



 


 


 


Many, many video games can be seen as the interplay between order and chaos. Some games are all about creating order from a chaotic play field, while others center on wreaking destructive chaos on an ordered world. Players understand this inherently, and I think we even expect it. Many sophisticated games balance the two extremes to create a satisfying experience, and I believe it helps us to consider games from this perspective.


When analyzing gameplay along an order/chaos spectrum, we find that lots of engagement happens when players move the state of the game from one end to the other. It’s often not delightful to stay in one extreme — our sense of agency is stroked when we move between them.


Nature itself tends toward chaos, and it’s part of the human condition to organize it. On the other hand, we become bored with too much structure, and thus feel empowered when we can wreak chaos. Since life is such an interplay between these two states, it’s fitting that so many games hinge on the same concept. Order and chaos are deep-rooted motivations, so they can be channeled into great game dynamics and objectives.



Let’s consider this gameplay spectrum formally. Here is a breakdown of some common examples in MDA form:



MDA structure of examples on order/chaos spectrum

How do order and chaos feel? The aesthetics of this spectrum are calming and safe on one end, but exciting and powerful on the other. Plenty of game ideas are spawned from these aesthetics alone: “I want to build my own civilization from scratch!” “What if you could single-handedly destroy a whole samurai army?!” High-level aesthetics like this are commonly found in intrinsic human motivations (survival, collection, etc.), which explains this tendency in design.


What are some systems that will deliver these experience? The dynamics of chaos-to-order are all about simplification. Players are presented with a jumble of information or a dangerous situation, and are given the opportunity to reduce or streamline. The dynamics of order-to-chaos work in the opposite way: a structured game state is just begging for change, and the player is rewarded for complicating it or even tearing it apart.


These are very recognizable high-level systems, and we all know the building blocks. These are game design’s go-to mechanics: shooting, jumping, combat, mining, crafting, arranging, customization, etc. These are the visceral parts of order and chaos, and they come in many flavors. It’s worth mentioning that a given mechanic can be used to create order or chaos. This suggests that the spectrum is most important at the aesthetic and dynamic levels, whereas player agency and game rules are in service of it.



Games can be seen as voluntary work. It’s the idea that players are signing up to spend energy, thought, and frustration doing something for the fun of it. Real-life work — solving problems, forming plans, putting stuff together — is the stuff of games. From food service to a government desk job, a lot of satisfaction comes from bringing order out of chaos. It’s no wonder that games can harness this well, and we’re reminded how useful it is to base game design in core human motivations.


Games can be seen as playful learning. People are driven from an early age to master concepts, and we feel good doing it. To build a working mental model, we bring order out of chaos. The pattern matching found in match-three games is only a visual distillation of this process — think of pareidolia as the degenerative case. Over millions of years humans have had to pass on hunting and self-defense skills. These became games of controlled chaos for children in every culture, and now we model them in digital form.


Games can be seen as machines for expression. They reduce the friction of the real world, making it easy to do what is normally difficult or frowned-upon. Taboos against violence and destruction can be safely ignored in a game, allowing us to channel our need for chaos. Games can also streamline and bolster the process of creation, letting us reshape or create amazing things from our couch. They can accelerate time or minimize the esoteric, and in playing them we can focus on order and chaos in a secure environment.



While very simple games can get away with only changing order to chaos or vice-versa, larger games harness both directions. Pacing is often strongly coupled with this spectrum. As a game becomes more complex, it’s important to manage the relationships between subsystems. Order and chaos are convenient sides of the same coin, so devs often set them up in feedback loops to keep the play experience predictable and varied.


For example, most first-person shooters usually boil down to sections of high-adrenaline action and low-intensity movement. These correspond to moments of chaos (how efficiently the player can destroy a collection of enemies) in service of order (reducing the local threat level for exploration). Between encounters, players bring order to their experience by picking up loot, deciding weapon loadouts, discussing strategy, and otherwise preparing for chaos. Guns are pure chaos, whereas environmental puzzles are pure order.


Real-time strategy games begin in a state of virgin order. Players carve up the landscape to reshape the terrain and construct buildings. This is done in the service of building units to express their own winning solution. At this point the game tilts toward chaos, as players attack each other with what they’ve created. Players are rewarded for causing disorder among their opponents’ order, and this is a lynchpin of many competitive games. When battles are over, players again return to their bases to incorporate what they’ve learned, rebuild, and readying for more destruction.


Construction-heavy games are inherently expressive, and this often stems from bouncing along the order/chaos spectrum. Mining is the destructive action that enables crafting. Building towers is the creative action that allows us to kill enemy creeps. Persistent user-generated worlds are a pure expression of a player’s unique vision. They survive as inarguable proof of his or her will over chaos.


Order and chaos are heavily influenced by multiplayer dynamics, and even voice communication takes place along the order/chaos spectrum. In team-oriented games, players can speak during engagements and in between them. Successful teams can adapt their tactics as the enemy changes theirs, effectively bringing a behavioral order to the chaos of the battlefield. Good game designs are systems that can be well-understood and predicted in this way, and often feature chaos/order feedback loops.



Games continue to evolve, slowly but surely. Today’s gamer landscape has better technology and a larger audience than it did thirty years ago, but the foundations of great design remain the same. It’s fun and reassuring to see that arcade machines and apps both rely on our inherent hunger for order and chaos. Streaming a speed-run is a relatively new phenomenon, but is it not just a super meta way of displaying order in an otherwise chaotic game?


Devs will continue adding more troops to the battlefield, and they’ll add more options to character creation tools. But while player motivation and alignment is fundamental to the experience, order and chaos will always matter more. Let’s build our games with this in mind.


Check out my blog at medium.com/@johnnelsonrose