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Don’t Miss: How 1979 Revolution: Black Friday drops players into a real crisis

Navid Khonsari was a 10 year-old in Tehran during the Iranian Revolution. The country’s pro-Western Shah was overthrown and replaced by a fundamentalist Ayatollah, who declared Iran to be the world’s first Islamic state.

It was a time of rapid change that at first seemed promising to many. But it quickly turned into something tumultuous and terrifying.

“My mom would scream to get down, because the soldiers are shooting into the air,” Khonsari recalls. “There was fear in her voice. Any hope for change had dramatically shifted.”

Khonsari is the developer of 1979 Revolution: Black Friday, out now on Steam, which is set in the midst of this revolution. Players control Reza, a young Iranian photojournalist who’s spent the last year abroad in Germany. He comes home to Tehran, only to see his homeland being ripped apart by a scary—and at times, bloody—upheaval. 

Players quickly get the sense that Reza has no good options. And every choice he makes in this turbulent city affects his friends and family, as well as his own safety. 

As Reza, which side do you take? Do you join the opposition or not? What role do you, as a young Iranian familiar with the outside world, play in your home country’s revolution? A passive one, or a violent one?

Moment-to-moment gameplay is somewhat like a Telltale episodic adventure filtered through a very dark chapter in history. Early on, Reza is captured and interrogated by an anti-Shah prison warden (who is based on a real person). He offers Reza a cup of tea. Players can accept it, or refuse—but to refuse is a cultural indiscretion in Iran. If Reza refuses and knocks the cup on the floor, text in the corner of screen flashes. The warden won’t forget this.

At another point, a group of anti-Ayatollah youths try to start a fight with Reza and his childhood friend Babak, who is decidedly pacifistic. The gang calls Reza “a punk with a camera.” You can fight them or not. If you don’t, the game tells you: “Babak won’t forget this.”

Later, Reza’s in the midst of a heated conversation between Babak and Reza’s cousin, Ali, a committed revolutionary who thinks the time has come to turn to violence. Do you side with your flesh and blood? If you do, your new radical agenda will distance your from several key characters in the game.

Khonsari wants players to wrestle with the gray areas, just as real Iranians were forced to do during the revolution.

His game started as a Kickstarter back in 2013, but donations gave out around $90,000 short of its $395,000 funding goal. Khonsari and his team eventually found backers that got the project off the ground. 

Khonsari spent several years with Rockstar Games, directing motion capture and writing dialogue on games like Alan Wake, Max Payne, and the Grand Theft Auto series. But he is a filmmaker by trade. His studio Ink Stories is also working on documentaries, graphic novels, and narrative feature films. So why did he want to create a game about the Iranian Revolution, and not a movie?

Khonsari says that while film can definitely brings stories to life, they’re more of a passive, fleeting experience; you watch the movie, and you may talk about it with your friends the next day, but then you’re done. He believes that 1979’s audience will be given far more responsibility—and feel far more empathy—as they’re put in the shoes of Iranians on the ground. 

The game incorporates other people’s memories as well as Khonsari’s. The 1979 team interviewed a group of 40 Iranians of all ages and social classes who were actually living in Tehran during the revolution.

The look of the game is literally made up of real snapshots of the era. At one moment, players see actual family photos in a room that the they’re exploring. Other settings pull from indelible images taken of massive protests or group prayers that were taken by real photojournalists, or from graffiti that actually existed on the streets of Tehran during the revolution.

Khonsari thinks video games are the perfect way to put players in those sort of challenging situations that have no clear, conventionally heroic decision. And he aims to show that games can make history come alive, too.

“You’ll understand how your choices have an emotional impact on those around you,” Khonsari says. “At the core of the most popular games or AAA titles, there’s an element of overcoming: Get to the next stage of level. It’s great, but we can expand beyond that, and navigate reality and choices and characters that are neither good nor bad.”

“Games are, hands down, the hardest experience to try to create,” he says. “I’d love to see more developers go down this path. But I really think the core of it is putting yourself into the experience.”

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PAX 10 reveals Praey for the Gods, Shift Quantum, and more for 2018 showcase

The folks behind PAX 10 have revealed the 10 games set to be featured in the annual showcase at PAX West this September.

Being featured in the PAX 10 offers indie developers dedicated floorspace during the sizable event, potentially giving them the chance to get their games in the hands of players and media in attendance.

In the past, games like Celeste, West of Loathing, and Darkest Dungeon have been selected for the showcase.

Developers were able to submit games for consideration earlier this year, but the final 10 were selected by a team of 50 “industry experts” seeking to find the “best indie games in regard to gameplay and overall fun-factor.”

This year’s games range from co-op adventures to reality warping puzzle platformers, and appear on everything from PlayStation 4, Xbox One, and PC to the Nintendo Switch.

The 2018 PAX 10 lineup can be found just below, with more details about each game available on the showcase’s website.

  • Gunhead (Alientrap)
  • Mirror Drop (Ian Lilley)
  • Overload (Revival Productions)
  • Pizza Titan Ultra (Breakfall Inc.)
  • Praey for the Gods (No Matter Studios)
  • Retimed (Team Maniax)
  • Roundguard (Wonderbelly Games)
  • Shift Quantum (Fishing Cactus)
  • Tick Tock: A Tale for Two (Other Tales Interactive)
  • With Friends Like These (Shy Kids Club)
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The Best Card Games on Android & iOS

We’re on a power trip and no-one can stop us. First we told you what the best Board Games were, then we dared to dream of what the best turn-based strategy games might be. Now we’re here to conquer a new genre – card games (although not counting CCG/TCG types).

Below are a wide variety of excellent examples which aren’t simply trying to be another Hearthstone. Some have excellent single player campaigns with persistent upgrades and unlocks, or customizable decks. Others skew towards the heavily-instanced, unique-runs roguelike approach, and then there’s digital adaptations of many of the excellent deck-building or other types of card games that exist. Between these extremes, there’s something for everyone.

Exploding Kittens

Developer: Exploding Kittens
Platforms:  iOSAndroid
Price: $1.99

kittens

A game of hot potato with a nitroglycerine-infused feline escalates until every player save one has met their maker. Fiery kitty death and simple humor belie a take-that game which puts everyone immediately at each other’s throats. Hostility and sabotage are the name of the game, because each player has only one life to live, and one defuse card to keep that hairball from becoming a fireball.

The game is a childish, cartoonish pastiche of obvious joke made too hard too often, but despite the unapologetic unrefined everything, it remains one of the best guilty mindless pleasures around. If you ever need a reason to froth at the mouth and fling spittle at your fellow humans over fictionally threatening cats, look no further: Exploding Kittens is simply an excuse to have a good time, a cheeky pretext. Irksome, shameless and perfect it its base way.

Guild of Dungeoneering (Review)

Developer: Gambrinous
Platforms:  iOS, Android
Price: $5.99

guild of dungeoneering

With Guild of Dungeoneering you come for the game, stay for the jokes. The sing-song plot is doled out over each of the game’s regions and challenges, and while the class system isn’t strictly balanced, the overall arc of the regions is. A single play session will eat up a bit of concentration and a bit more of time, sometimes even the better part of an hour in the later stages, but even the basic encounters feel fresh, engaging and vital to ultimate success. Diverting but finite in its appeal, the Guild of Dungeoneering is not a calling for all gamers but is a welcome and refreshing quest whose expansions add more flair and mechanics to extend the main storyline.

Card Thief (Review)

Developer: Arnold Rauers
Platforms:  iOS, Android
Price: 2.99, free

card thief

Card Thief: Get in, get rich, get out. The story of a heist plays out with endless variety, thanks to Card Thief’s intermingling systems of light and shadow, directionality and position. These systems are intuitively taught through appealing sound and visual design, and the game rewards deeper understanding of the basics and their complex interactions by giving the player more finicky toys to play with. In short, an unstinting challenge to sink your teeth into, with a razor-sharp core idea enlivened by a pastel of special effects and alternate thieves.

Card City Nights

Developer: Ludosity
Platforms:  iOS, Android
Price: $0.99

card city nights

The characters are idiosyncratic, the game-within-a-game conceit a little cheeky but still refreshing, the consistent tone humor-ish, deadpan. Beating certain keystone characters unlocks their signature, ultra-powerful cards whose effects even jive with that character’s personality. In other words, there is a correspondence between writing, characterization and deck archetypes between. Never quite a rollicking good time or agonizing head-scratcher, the deckbuilding and collecting (yes, there are boosters, no nothing is truly ultra-rare) of Card City Nights makes for an easily enjoyed and easily binged experience.

Lost Cities

Developer: TheCodingMonkeys
Platforms: iOS
Price: $3.99

lostcities

Good ole’ Reiner Knizia can always be relied on for some arithmetic fun. His success and sheer number of gaming hits with staying power can partly be attributed to a creative knack, but it also comes down to a large and prolific output, along with thorough playtesting. Players finance archaeological expeditions, building stacks of colors with cards numbered two to ten. Each of the five colorful expedition must have cards played in ascending value, with skpping permitted. So playing a tenner to start would doom an expedition, because at the game’s end any expedition is worth the sum of its cards, minus twenty, multiplied by the presence of any extra finance cards ($$$). Simple, right? The other half of the game is the push-and-pull with players drawing and playing cards one at a time, sometimes opting to discard cards into a common area rather than play them. Boring to explain, easy to play. Tense and fulfilling to win.

Developer: Jerome Bodin
Platforms:  iOS, Android
Price: $3.99, $4.49

frost

Frost stands out from the other members of this list on two fronts. Firstly, for its palette, which is as frigid as monochrome as you’d expect. Secondly, because its gameplay is survival-based, not just thematically but actually. Gathering supplies, fending off nasties and keeping the elements at bay take every possible trick the cards will give you. Better performance will net you better tools, but unlike other games, Frost’s best rewards are a sense of security and temporary respite. In other words, the game won’t see you chasing exhilarating high score or excitement, but rather staving off the undesirable. Loss aversion, the fear of breaking a fragile equilibrium, the game daring you to take only appropriate risks when the phrase is a hollow oxymoron. The game rewards you with the chance to keep playing, keep exploring its stark dangers and bag of tricks.

Star Realms (Review)

Developer: White Wizard Games
Platforms:  iOS, Android
Price: Free, with content parcelled out as IAP ($4.99 for the full set)

star realms bg list

Star Realms marries the level of expansion and customization of a TCG with the bite-sized crunchy decision-making of a deckbuilder. Its combat elements and faction-specific combos make for a serious nostalgia trip for those looking to revisit memory lane without first collecting, collating and crafting a custom deck just for the occasion. Star Realms’ many expansions, rapid-fire gameplay and clear iconography make it a compelling addition to the game enthusiast’s roster and an easy must-have.

Meteorfall: Journey (Review)

Developer: Slothwerks
Platforms:  iOS, Android
Price: $2.99

Meteor

In the happier sessions, Meteorfall ends with a successful final showdown against the aptly-named Uberlich. Working backwards from that ultimate battle to the four starting characters is much more challenging than the squidy art and breezy interface might suggest. Its fight-or-flight decisions and journeying remind me of FTL transported to a fantasy setting, with cards. Okay, so the likeness is weak, but the juxtaposition of richness and minimalism are what really matters here. Seriously, Meteorfall is a wolf in cartoon clothing.

Race for the Galaxy (Review)

Publisher: Temple Gates Games, LLC
Platforms:  iOS, Android
Price: $6.99

race for the galaxy

Perhaps the quintessential engine-building card game, Race for the Galaxy is one of the more aged members within this best-of list, debuting originally in 2007. Its longitudinal sense of strategy and complex combos quickly made it a favorite amongst players. Along with this hefty strategic challenge,  the unique simultaneous action selection mechanic enlivened the game with some bluffing. Barring the official release of Dominion for mobile, Race for the Galaxy represents a classic, yet innovative take on a victory-point race. The app runs like a dream and offers stiff competition and solid multiplayer.

Reigns: Her Majesty (Review)

Developer: Devolver Digital
Platforms:  iOS, Android
Price: $2.99

reigns her majesty

Alright, it’s true: the cards in Reigns: Her Majesty only combine to create game paths and branching outcomes later on, but this sequel to the swipe-to-rule-them-all motherload of simple-yet-satisfying game, Reigns, deserves to be on this list because it has mastered what every good card game needs: flashpoint moments. The bite-sized binary decisions, served one-by-one in Reigns, amass weight, consequence and difficulty, not merely because of narrative investment but also because of a chain of causality. Much ado about something anyone who’s tried the game already knows, or more importantly, has already felt.

Hall of Fame

We’re keeping the list pretty tight at the moment, but there’s way more than ten excellent card games to celebrate, with more on the way all the time. Every now and then we’ll rotate games out for other games, but we don’t want those past greats to be forgotten. Below is a list of previous members of this list, lest we forget:

  • Calculords
  • Pathfinder Adventures
  • Solitairica
  • Flipflop Solitaire

What would your list of the best (non-CCG) card games look like? Let us know in the comments!

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Get a job: Amazon Game Studios is hiring a Gameplay Animator

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: Seattle, Washington

The Crucible Team at Amazon Game Studios is looking for a talented animator to help give emotion and life to our games. The perfect candidate is hardworking, self-motivated, and works well in a fast-paced team environment. We want animators who have a passion for performance, a strong sense of vision, and add personality into their work.

In this role, you will work closely with the Animation Lead and team to execute high-quality animations that help define the artistic vision and gives life to our games. 

The perfect candidate will have strong knowledge of the animation principles and the ability to animate both human and non-human characters in a wide range of styles. You will be a hardworking self-motivated team player that brings future heroes and worlds to life. You should demonstrate strong character combat animations for triple-A third-person action games. You should have a strong sense of vision and passion to create high-quality performances that delight our customers.

In this job you will: 

  • Work closely with animation lead to execute the artistic vision of the game.
  • Provide high-quality animations on main and secondary characters that display strong personality and mechanics.
  • Be accountable for delivery of individual assets, ensuring that they meet the highest quality, defined objectives, and scheduled requirements.
  • Follow direction and react to animation critique in a timely manner.
  • Maintain defined animation style through regular critique and feedback.
  • Collaborate with the concept, character and gameplay teams.
  • Increase the team’s skills through mentorship of learned skills, process, and artistic techniques.

Basic qualifications:

  • Demo Reel demonstrating thorough understanding of animation theory and technique as applied to 3D human bipedal figures as well as other organic forms.
  • 2+ years of experience
  • Experience with Maya or equivalent 3D Animation package

Preferred qualifications:

  • Has been responsible for or animated assets on at least one AAA title from beginning to end or have shipped AAA PC or console titles in an animator position.
  • Experience working with high-end game engines
  • Experience working with mocap and key framed animation techniques
  • Has demonstrated understanding of next-generation asset creation pipelines, tools, software and customization systems, with the ability to identify and troubleshoot in-engine issues.
  • Has strong communication and organizational skills.
  • Has a solid knowledge of staging and cinematography.
  • Proven ability to learn new tools and techniques.
  • Able to accurately estimate the time to complete individual tasks.
  • Passion for making and playing great games, with an awareness of current titles and industry trends.
  • Meets/exceeds Amazon’s leadership principles requirements for this role.
  • Meets/exceeds Amazon’s functional/technical depth and complexity for this role.

Amazon is an Equal Opportunity – Affirmative Action Employer – Minority / Female / Disability / Veteran / Gender Identity / Sexual Orientation

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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How Ubisoft approached revitalizing The Division, Siege, and other live games

Now that games have live elements, the smart way to handle them is to keep working on them to maintain engagement. That way you can build toward the next game, too.”

– Ubisoft’s Laurent Detoc explores how the company has used live support to help its franchises thrive

Speaking to VentureBeat, Ubisoft’s North American executive director Laurent Detoc says that the comeback arcs many of Ubisoft’s live games have seen in recent years wouldn’t have been feasible just years ago, noting that the changing nature of the game industry itself made those recoveries both possible and necessary. 

“It hasn’t happened in the past because this just isn’t how publishers have historically approached engagement and retention in games,” said Detoc. “We didn’t need to. A game was done and it shipped. There weren’t live elements to a game. Now that games have live elements, the smart way to handle them is to keep working on them to maintain engagement. That way you can build toward the next game, too.”

While this kind of support can bolster engagement for an already-released game, he notes the particular attention Ubisoft has paid to The Division years after release have helped put The Division franchise in a favorable position with players, boosting excitement for the upcoming second game in a way that wouldn’t have been possible without this level of post-launch support. 

“You keep on adding to the experience, and you see people talk about it later. After a year and a half people said that The Division was the best it was ever been, and that helped bring in even more new people. A lot of the people who’ve played The Division came to the brand after patch 1.4. They saw the game in a much better state. When you look at that sentiment going from 30 to 80, a lot of people first came to the game when it was doing better. Now we’re looking at Division 2 with a super happy community, very engaged and satisfied, and they’re looking forward to the sequel.”

Detoc notes that he’s not “too much in the business of praising his competitors,” but that Blizzard’s Diablo III had a similar arc, and received a good number of patches following release to bring and keep the series in players’ good graces. 

“But it’s the same spirit. Whether the game is broken or it’s missing some elements, it creates a similar kind of frustration from the player, and you address that the same way,” he said. “You continue to work on it.”

The full interview on VentureBeat explores these topics further, additional diving into the changing relationship between single player and multiplayer modes in games and why Ubisoft employs upwards of 12,000 developers worldwide. 

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Game Maker’s Toolkit debuts new series on designing for accessibility

“Video games are for everyone. But disabled people can be left out if developers don’t consider their needs.”

– Game Maker’s Toolkit’s Mark Brown on designing for disability. 

Game Maker’s Toolkit’s Mark Brown launched a new video series today exploring the best practices for making games more accessible to a wide range of disabilities.

Starting with auditory options, he begins by discussing how developers can design experiences for players who are deaf and hard of hearing. 

One of the most popular accessibility option in games are subtitles, but they certainly aren’t perfect. “TV and movies have an almost universal standard for subtitles, with big text and clear fonts and easy-to-digest lines,” Brown explains. 

“Video game developers seem to just make it up as they go along, leading to crappy subtitles in tiny text and illegible fonts and ridiculous dimensions.” 

Brown refers to Borderlands 2 and its small, unclear text and poor choice of font color as an example of poor subtitles, making it hard for a player to discern which characters are talking. “And this is just when you’re standing still,” he points out. “Imagine trying to read this stuff in the middle of a heated combat encounter.” 

“That’s the thing about video game subtitles: it’s more important than any other medium that that they’re easy to read, because you’re trying to divide your attention between the subtitles and everything else you need to think about, ” he says. 

In an effort to get developers on the same page, Brown presents a set of golden rules for good subtitles. First off, they should be large.

“Tiny subtitles are probably the most common mistake that developers make in this area,” he notes. “Perhaps they don’t want to break the immersion of the game world; but those who really need subtitles don’t care about that. They care about being able to read the dialogue quickly.”

He uses Life is Strange: Before the Storm and Assassins Creed Origins as examples and encourages devs to boost the font size of their text so that it can easily be seen from across a room. Or better yet, let players choose a size that suits them. 

This is just the first golden rule of subtitles (with many more!) and Brown was just speaking of one feature for auditory options, so be sure to watch the entire video over at Game Maker’s Toolkit.

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Now Available on Steam – Thief of Thieves: Season One, 10% off!

Thief of Thieves: Season One is Now Available on Steam and is 10% off!*

Based on the best-selling comic by Robert Kirkman, Thief of Thieves: Season One is a story of heists and the people behind them. It’s time for Celia, protege of master thief Redmond, to make the leap from apprentice to master. A new continent and a new team, will you make the cut?”

*Offer ends July 23 at 10AM Pacific Time

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Daily Deal – Maelstrom, 25% Off

Live Spectating:
* You will no longer be removed from the matchmaking queue while live spectating.
* Fixed a bug where you could get stuck in a Battle Cup match lobby.
* Alt-Clicking on the death screen damage numbers no longer incorrectly broadcasts the message.
* Fixed various bugs that would occur after changing the camera to Player Perspective and back to Free Camera (for example having to drag to select units, and still seeing that player’s mouse cursor).
* Chat can be now opened like normal by hitting Enter (live spectators still cannot send messages, but this allows them to bring up the chat history).
* Enemies can no longer be selected by clicking their portrait on the top bar.
* Fixed a bug where you’d see an error message if you tried to live spectate a game you were already live spectating.