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Blog: How Ragna Cycle turned into All-Star Troopers

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.


Most games are made exactly the way you planned from the start, right? From mild inconveniences that require a little adaptation to headache-inducing issues that mean starting from scratch, we’ve all seen a project divert from its original vision. While there are plenty of anecdotes of this phenomenon you can read about online (and maybe some of your own you’d rather forget), we wanted to share our journey at Norsfell of making one game out of another.

 

Our recently-launched mobile strategy builder, All-Star Troopers, was just featured worldwide by Apple as a ‘New Game We Love’ in over 70 countries, even hitting 1st place in Canada! But our latest achievement started out as Ragna Cycle, a cyclical game that looked and felt completely different. These titles have a lot in common – building a temporary defense system, asynchronous PvP battles, animal heroes, space – but are forever cemented in our company history as a major turning point in the creative development process. How did one game turn into another? Join us, as we walk down memory lane…

 

Ragna Cycle was born from an idea to challenge the expectations of multiplayer mobile games that the market was already familiar with. We were interested in making something for mid-core gamers featuring PvP gameplay, but with a constantly evolving arena that prompted players to take the ‘strategy’ part of the genre very seriously. As players ourselves, we recognized that while it’s fun to start building a base and be creative, it can get annoying to manage as it gets bigger and requires constant upgrades to stay competitive.

 

Retaining this element of fun resulted in the development of the cycle aspect of Ragna Cycle: every two weeks, the planet everyone was battling on would be destroyed and could give players a clean slate to build again. Factions would retain their skills and upgrades while creating a new base on a new map, truly being able to strategize and plan for the next cycle of battles.


A sample frame of Ragna Cycle gameplay, with a close view of the map and defenses.

 

Thus, our designs turned toward a large map that players moved across while controlling a squad of heroes in battle against other players. These plans led us to think about resource sharing and storage within a team, as well as in-game events that could shake things up.

And of course, we made sure it looked good. The universe of Ragna Cycle was inspired by steampunk art and science fiction, using visual elements of the industrial revolution and retro astronomy. Our artists looked to Jules Verne and Nikola Tesla for inspiration, and imagined a colourful world that would appeal to all kinds of audiences. The art was bright and cartoony! There were 3D animals in techno space gear! So what happened?

Our sci-fi, high-tech heroes!

 

As we began to show the game around and gather feedback from our advisors and good friends at Gamescom and GDC, the responses we heard were falling in line with some issues we were beginning to face back in the studio. Additionally, we had playtesting sessions that gave us some very direct responses from players that also proved to be consistent with our fears.

 

One of the biggest issues we were noticing was that the gameplay loop was not as player-serving as we originally thought. People found that having their base destroyed after working hard on growing it felt very harsh and took away their agency, and the experience of the cycle was not particularly rewarding for the player who had invested their time and energy into the game. Even though players were retaining their progress and only had to rearrange the structures they had unlocked on a new map, it felt disappointing and lacked excitement.

 

Our cycle concept also faced the issue of onboarding players toward the end of the two-week journey. How do you provide a satisfying experience to new users when they arrive to the game with only a few hours or even minutes left in a cycle? Creating a fair system that would retain downloaders and still be fun to build in was a major challenge, and we saw that there was an uneven advantage for those that happened to start the game earlier in the cycle.

The panoramic Mothership that looked great, but didn’t quite work out for us.

 

Another issue was the map itself, as it was growing awfully big for the screen and logic of a mobile game. Our testers were finding navigation tricky and the Mothership – the centre of operations – wasn’t coming across as inviting or important to players as we wanted it to be. Not to mention, the market was becoming saturated with these types of strategy builders already and Ragna Cycle wouldn’t necessarily stand out among these titles. And ultimately, our critics found that the sci-fi theme would not be as catchy as we expected worldwide, but rather, a better concept for a non-mobile game.

 

So, disheartened but still determined, we went back to the drawing board. There were a lot of strong elements from Ragna Cycle that we knew we wanted to keep, and others that could be scrapped right away. One of the first things to go was the two-week cycle, which was shorted to one week. Doing this meant that players could still progress significantly in a week, but would not become so attached to their base. We also redesigned the cycle so that bases were not destroyed at the end; only the players qualifying for promotion in the top rankings would change to a new planet and restart on a new base, thus returning more agency to the player without an imposing system of renewal.

 

Not to mention, the game perspective changed entirely! Ragna Cycle had a horizontal format, as was needed to show the full scale of the map. But with smaller map sizes, this was no longer a requirement. Plus, we needed to make sure that our game would adapt to the growing sizes of screens that were now available, with a clear trend of games moving to a vertical format to accommodate these devices.

What our Mothership looks like now; look at that easy-to-navigate menu!

 

Another change was to clean up the Mothership to make it a more obvious place to upgrade your troops and buildings. Our earlier design was sharp and eye-catching with an ‘inside-the-ship’ perspective, but it did not give the player a strong feeling of control and progression that is needed for a strategy builder. Instead, we reworked the screen to have a bird’s eye view of the ship that resulted in a menu that was easier to navigate and friendlier for mobile players.

 

Our original sci-fi theme was traded in for a more galactic military look, which our advisors suggested would better fit the category of game that it was in. Although the art was beautiful and interesting to look at, we didn’t want our bright colour choices and animal heroes to be mistaken for a kids-only game, with our true target audience being much older. It became clear that a more serious style would help us reach the players we were aiming for.

A more military-based character sketch, based off the pup of one of our programmers.

 

Speaking of characters, quite a few of our heroes received a makeover! To match with the new theme, we needed some more militant creatures to be running the show. Inspired by various historical eras, we returned the focus to the battles and battlefield, rather than drawing more attention to the world of the game and thus out of the core loop.

 

We also pulled back on one complicated mechanic that came with our troopers; controlling three heroes at the same time. This redesign changed our map to a single path on which to move, taking inspiration from games live Royal Revolt and Olympus Rising. Now, players were given a team of three, but could switch between which one led the charge at a given time.

Props for our ‘jungle’ planet – hard to notice the yellow snake when you’re focused on battles!

 

Then came the name. We had picked Ragna Cycle to reflect the idea of ‘Ragnarok’ (the world is ending), and cycles (there is a time limit), but truthfully it was always an internal code name and none of us were particularly attached to it. Since the game no longer emphasized the cycle element as strongly as its predecessor, we needed something attention-grabbing and specific!

 

After a lot of brainstorming, we decided on All-Star Troopers because it not only better reflected the kind of game it was, but was easier for our target audience to find in an online search. We analyzed keyword searches to determine the main words that would not only be instantly recognizable, but hint at the theme of the game.

 

Thus, All-Star Troopers rose from the ashes of Ragna Cycle as a vertical strategy builder that still offered the same cyclical event system that would allow for fresh gameplay. Now, the emphasis was on finding the perfect combination of troopers for your offensive attack, while also crafting the ideal layout of defenses to protect your base. New planet biomes keep the exploration exciting, and brave little pig soldiers are your reinforcements on the field.

 

Changing our designs this late in the game (pun intended?) was a strategic move that brought a lot of benefits. We were able to save a project that might not have done very well commercially had we not listened to our advisors. It’s easy for game makers to get caught up in our own wild ideas, especially when trying to make something unique to the market, that we forget to think about those who are actually going to be downloading the game. Most importantly, our team at Norsfell wanted to strike a happy medium between a new, clever experience, and a game that fans of strategy builders would be familiar and comfortable with.

 

One of the biggest and most obvious consequences of changing a game project so drastically is that it extended our timeline significantly, as much of the original prototype couldn’t be reused. We had to rework our original ideas into an experience that better fit into the competitive world of mobile games, which was a little disappointing to give up on.

 

Today, our vertical strategy builder All-Star Troopers is out in the world and has overcome hurdles with much more ease than Ragna Cycle would have. We’re proud of our decision to make such massive design changes to the game, and glad that we listened to the honest voices that suggested we do so! Not to mention the payoff; we’ve been receiving positive reviews from outlets such as Pocket Gamer and Touch Arcade, as well as an overall user rating of 4.5/5.  It’s never easy when a cool idea turns into a big problem, but catching it early and being open-minded about your options is the best course of action. We definitely would prefer not to run into similar issues on our next title, but if we do need a mid-development design overhaul, we feel much more confident about going with the flow and being open to change this time around.

 

Have you encountered a similar roadblock in your game development travels? We’d love to hear about it and know we’re not alone! Comment below or reach out to us on any of Norsfell’s social media channels. (And don’t forget to check out All-Star Troopers too… available now on iOS and Android!)

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Xenoblade Chronicles 2: Torna – The Golden Country is available now!

Xenoblade Chronicles 2: Torna – The Golden Country is available now!

The standalone prequel story Xenoblade Chronicles 2: Torna – The Golden Country is out now on Nintendo Switch, either as part of the Xenoblade Chronicles 2 Expansion Pass or as a standalone version at retail or digitally on Nintendo eShop or Nintendo.com! In this new story mode, uncover the full history of Jin and the fall of his homeland that took place 500 years before the events of Xenoblade Chronicles 2.

Director Tetsuya Takahashi prepared some production notes to tell us more about the release. Take it away, Mr Takahashi!

Hello everyone. This is Mr Takahashi at MONOLITHSOFT. The last part of the Xenoblade Chronicles 2 Expansion Pass, Torna – The Golden Country, is finally available. This title is set up as an additional scenario to the main game, and in fact, adds quite a few changes and renovations.

First, the technical aspects. There’s a new rendering engine in Torna – The Golden Country. This comes at a transitional period for MONOLITHSOFT, as we look ahead to future projects, so the results of the change are slight – but it does look a bit nicer than the main game.

The fields of Torna are an area where you can easily see the difference. Granted, this doesn’t have anything to do with how fun the game is, so it might not matter all that much…but take a look at the difference between the grass in Gormott versus Torna.


We also made some usability improvements to the UI and tutorials compared to the main game. One example is that the one-button controls to change characters and entire teams now work while out in the field. We wanted to make getting into battle feel more user-friendly, considering that you’ll have a team of nine characters you can swap in and out during battle.

We also split the items you can get in the field into categories, making them even easier to collect.

Plus, now there’s a Tips section that lets you review past tutorials.


Next, let’s talk about the battle system, which now uses battle teams. There are three members to a team, and a maximum of three teams, meaning that a total of nine characters can be used in battle.

(You only have direct control over one team during battle. The other teams are controlled by the CPU.)



You can switch who on the team is at the front (the Vanguard) or the rear line (the Rear Guard) in battle. Unlike the main game, those at the back participate directly in battle by supporting the frontline.

To make battles more strategic, effects like Break, Topple, Launch, and Smash, which were inflicted by certain Arts in the main game, can now be inflicted by Switch Arts, which activate when swapping between the Vanguard and Rear Guard.


The way that Blade Combos and Chain Attacks work have also been revamped, so I hope you’ll enjoy the different feel of these battles compared to the main game.

The conditions on accepting and clearing quests have been streamlined too, and we’ve implemented a new Community system. Community is a more straightforward version of the Affinity Chart in Xenoblade Chronicles and Xenoblade Chronicles X, which helps you see who is involved in each quest. There’s an icon that shows who has a quest for you.


Compared to the main game, in Torna – The Golden Country there’s more of an emphasis on how each quest’s characters relate to the main characters. There are quite a few quests that delve into the relationships between these characters, so I hope you’ll be sure to play through them.

Camping is another new system we implemented for Torna – The Golden Country.


This is a unified system that combines the crafting, Inns, and Heart-to-Hearts from the main story in one place, so you can enjoy these elements in a more streamlined way. With crafting, each character has a field they specialize in, and they are able to generate Pouch Items that have effects in battle and on the field. You might also enjoy the fact that the items the characters make match their personalities.

Now, just a little about the story. The story of Torna – The Golden Country is centered around Jin and Lora, and follows the events from 500 years before the main story. The plan was to fit this story between chapters seven and eight in the original plot, but now that it’s its own additional scenario with more quests, we gave it a much larger scale. What was Jin thinking back then? And Lora? What about Mythra?

Their stories were touched on only in fragments in the main story, but will now come to light.

There are also 11 new songs, including some arrangements of existing music, that Mitsuda and others composed just for this game. They have a real jazzy and acoustic sound. You definitely have to hear the groove in the battle music, and the new ending sung by Jen.

Torna – The Golden Country feels so grown up! And it’s finally released, nine months after the main game came out.

Character designer Masatsugu Saito drew an illustration to commemorate the release of Torna – The Golden Country and the conclusion of the Expansion Pass. Every character that Mr Saito designed is in this illustration! I bet there’s a way to see this elaborately drawn image of everyone in all of its glory in-game…

Please enjoy Torna – The Golden Country, everyone!

Thank you, Mr Takahashi!

Want to know more? Check out our Twitter account for updates, or visit the Xenoblade Chronicles 2: Torna – The Golden Country section of our Xenoblade Chronicles 2 gamepage! For more information about the original game, visit our Xenoblade Chronicles 2 website.

Xenoblade Chronicles 2: Torna – The Golden Country is available now as part of the Xenoblade Chronicles 2 Expansion Pass and as a standalone version at retail.

For more information about Xenoblade Chronicles 2, visit the official site.

Game Rated:

Language
Suggestive Themes
Use of Alcohol and Tobacco
Violence

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Ex-BioWare GM Aaryn Flynn is now Improbable’s North American GM of games

Former BioWare general manager Aaryn Flynn has joined up with the folks at British tech firm Improbable, makers of the SpatialOS game server platform, to serve as their North American general manager of games.

Notably, Flynn is helping Improbable to build up its new office in Edmonton, Alberta alongside a growing team, including fellow ex-BioWare dev Neil Thompson. This seems to be Improbable’s first Canadian studio, and local game devs should know they appear to be hiring.

According to Improbable, the Edmonton team’s remit includes developing “tools, technology and demos and representative game content designed to highlight the unique power of Improbable’s SpatialOS platform for game development.”

(For more insight into how devs actually make use of the SpatialOS tech, which is designed to seamlessly stitch together servers and game engines to support large, persistent virtual worlds, check out our 2015 chat with the folks at Bossa Studios about how they used it to build the massively multiplayer sky pirate game Worlds Adrift.)

” I believe that SpatialOS is going to transform how people make and play games, and with this new office we want to help that to happen,” reads a quote from Flynn in the press release announcing his new gig. “We’ve chosen Edmonton because of Alberta’s experienced development talent, and the new developers produced by several excellent schools in the province. We have some plans for our next steps, and we’re looking forward to talking more about them as we grow.”

Prior to joining Improbable Flynn had a long career at BioWare which culminated in a stint as general manager, a position he gave up last July when he departed the studio as BioWare prodigal son Casey Hudson returned to take the GM job. 

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Video: Game design lessons worth learning from collectible card games

Card games! We’ve played them for centuries, but it’s only in recent decades (read: the ’90s) that game designers have begun to explore what you can do with card games in which players are expected to collect and design their own decks.

The concept was popularized by Magic: The Gathering, that mega-popular CCG designed by Richard Garfield for Wizards of the Coast, and back at GDC 2011 it was still firmly rooted in physical card games.

That’s why game designer Skaff Elias (who worked on a number of Magic card sets) came to GDC to offer game devs some insight on how they might apply the best practices of CCG design to their own games, be they physical or digital.

It was a great talk, one well worth watching today for both its timeless game design insights and the glimpse it offers into where game design was at in 2011. Luckily, you can now watch it completely free 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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Blizzard cracks down on third-party data-tracking apps in Overwatch

This morning, reporters and players who were using third-party data-gathering software in Overwatch began receiving notices from Blizzard Support that warned any further use of these applications would result in these accounts being punished. 

These notices, which were shared on Twitter by writers like Sabriel Mastin, did not include mention of any immediate bans, but did say players may receive permanent bans if they continue to use external software such as Pursuit and Visor. On the Blizzard forums, community manager Tom Powers stated that these applications are not permitted because they “impede on the competitive integrity of Overwatch.”

Both Pursuit and Visor walked a fine line on violating Blizzard’s EULA because while they both aimed to provide additional statistics to players, neither seemed to explicitly encourage cheating or unfair competition. 

Visor made claims to offer live feedback to players on enemy kills and other stats, while Pursuit sold itself as a post-game report program. Both pieces of software were named in the notice that Mastin posted. 

It’s worth noting that Visor just raised $4.7 million to further develop its performance-tracking software. The company has not announced any new plans for Vision at this time. 

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Mobile game dev Outfit7 opens new Barcelona studio

Head’s up, game devs: The mobile game makers at Talking Tom developer Outfit7 announced this week that they’re opening a new studio in Barcelona, Spain.

If you’re a dev looking for work in Barcelona this seems like a notable event, but even if you aren’t it’s nice to see a new studio opening up in Barcelona as the Spanish game industry (which currently seems dominated by mobile and work-for-hire studios) continues to grow. 

Outfit7’s new Barcelona location will be led by longtime staffer Dani Bajc, and it’s reportedly meant to work on “innovative new Talking Tom and Friends projects, as well as our several yet-to-be-revealed mobile games.”

The company, founded in 2009, found success early on with its Talking Tom mobile app, in which a shrill animated cat repeats whatever is said into the phone’s microphone. It’s since gone on to build Talking Tom out into a family-oriented transmedia franchise (including a smattering of F2P mobile games), and last year it was acquired by a Chinese firm for ~$1 billion.

Shortly thereafter, it was sold to another Chinese company (Jinke Entertainment Culture) for roughly the same price.

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Video: Lessons learned from trying to gamify death

The Game Developers Conference is traditionally a place where devs gather to get excited about the potential of games. But what are the hard limits to how far games can go?

At GDC 2012, game dev Margaret Robertson explained how, in what might be the hardest game design challenge ever, UK studio Hide&Seek was asked to make a documentary game about the discovery of a corpse in a busy London block of flats: a woman had lain dead for three years without being found, without ever having been reported missing. She was 37 years old.

How does someone fall through the cracks, despite having family, friends and neighbors? And how do you make a game about a real woman’s death without producing something crass, simplistic or libelous? Robertson told the story of how she and her colleagues tried and failed, and of the fundamental contradiction that they discovered at the heart of gamification.

It wasn’t as bleak as it sounds, and it offered a lot of interesting one-of-a-kind insights into the nature of games and why people play them. 

It’s an insightful talk that’s 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