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Free Reigns: Her Majesty content dropping this week, and there was much rejoicing

By Joe Robinson 16 Jul 2018

With a modest aesthetic, simple mechanics and the benefit of having learned from a previous game, it comes as no surprise that Resigns: Her Majesty not only got a glowing review, but also a well-earned spot on our list of the best card games around.

If there was any danger of fans starting to tire of their never-ending regal legacy, fear not: the developers have teased a content expansion that will drop later this week. Better yet, it’ll be free!

They confirmed that this expansion will be coming to iOS and Android devices (and PC), although we’re not sure what the actual release day will be yet. Things tend to launch on a Thursday I’ve noticed, so maybe it’ll be then?

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Dota 2 Update – July 14th, 2018

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.

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Daily Deal – IL-2 Sturmovik: Battle of Stalingrad, 66% 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.

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Colonial Marines modder finds big AI fix by changing one letter of code

Word is spreading over on ResetEra today about how an experienced modder of Gearbox’s 2013 bomb Aliens: Colonial Marines discovered a way to significantly improve the game’s AI by changing one letter of code.

Specifically, a modder who goes by James Dickinson published a note on ModDB last October explaining that they’d discovered a typo in a line of the game’s AI code that, when fixed, notably improved the way enemies in the game track and follow targets.

The line in question, which at least one ResetEra user claims to have found in their own copy of the game’s code, reads “ClassRemapping=PecanGame.PecanSeqAct_AttachXenoToTether -> PecanGame.PecanSeqAct_AttachPawnToTeather.” When the “a” is cut from “Teather”, at least one ResetEra user claims that the game’s enemies become far more mobile and challenging.

“Why is this line important?” Dickinson wrote. “There are two reasons : 1) AttachXenoToTeather doesn’t do anything. It’s basically empty or stripped 2) AttachPawnToTether does ALOT. It controls tactical position adjustment, patrolling and target zoning.”

When a Xeno is spawned, it is attached to a zone tether,” they continued. “This zone tells the Xeno what area is its fighting space and where different exits are. In Combat, a Xeno will be forced to switch to a new tether (such as one behind you) so as to flank, or disperse so they aren’t so grouped up etc. (*disclaimer* this is inferred opinion, I cant see the actual code only bits.)”

It’s a good reminder that modders often play a vital role in deconstructing and improving games post-launch, even a game like Colonial Marines, which sparked a class action lawsuit against Gearbox and publisher Sega after it launched in 2013 looking much different than it did in promotional materials. Gearbox was eventually dropped from the suit in 2015.

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Video: How devs can apply the 5 domains of play to develop empathy

In this GDC 2018 talk, Ubisoft’s Jason VandenBerghe takes a crack at refining his five domains of play theory to better account for the realities of game design.

VandenBerghe starts off by admitting that the the five domains model (which he introduced last year) needs restructuring, explaining how he streamlined the theory to include a complete set of player archetypes (and the games they would play) for each set of facets primary for gaming.

He goes on to discuss how developers can apply the five domains model (and every other psychological model) to game development by developing accurate empathy. Accurate empathy, he argues, makes for better game developers and thus better games.

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

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

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

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Social features have cut down on toxic behavior in Overwatch

Blizzard’s global insights group has just finished putting together some statistics surrounding the new social features added to Overwatch a few weeks ago, including LFG (looking for groups) and endorsements.

It seems as though the additions have made an impact on the Overwatch community, as Jeff Kaplan revealed LFG and endorsements are significantly removing toxic and abusive behavior already.

LFG was introduced to allow players to search for parties who have similar interests or have a certain play-style, while endorsements encourage players to publicly commend a player for their attitude, communication and skill.

According to the numbers, competitive matches that contain abusive chat is down 26.4 percent in the Americas, with 16.4 percent in South Korea.

In addition, the percent of daily players being abused is down 28.8 percent in the Americas, followed by 21.6 percent in South Korea (although it isn’t clear if this abuse comes from chat).

“We’ll keep working on iterating on these features to make them better as well as exploring other systems to improve the gameplay environment,” Kaplan writes.

It’s worth noting that the statistics above don’t include the European server, which players say are still ripe with toxicity. Kaplan followed up by assuring players that he didn’t have numbers from Europe yet, but it will be interesting to see if LFG and endorsements have an impact on those severs as well. 

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Ubisoft Berlin granted $1.84M in subsidies from city senate for expansion

Ubisoft Berlin has been granted a subsidy of $1.84 million (~€1.58 million) for expansion from the Berlin Senate, with the funds coming from the department subsidy for economics, energy and enterprises.

The new studio opened earlier this year and is the German wing of the French publisher, operating three studios in three cities across the country.

As reported by Pocket Gamer, the studio plans to use the subsidy to expand its operations and generate up to 150 new jobs in the city.

The studio has worked with Ubisoft in the past, having recently worked behind-the-scenes on Far Cry 5.

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Inkle Studios announces ‘ink jam’, encourages devs to learn ink

Inkle Studios announced ink jam today, a game jam running for games written using its open source scripting language ink, which was used to develop titles like 80 Days, Bury Me My Love, and others.

The jam will run from August 31 to September 3 via Itch.io, and interested developers can sign up in advance.

Usually game jams provide an optional theme that developers may choose to follow for inspiration, but inkle has yet to reveal what theirs will be.

Additionally, entries will be judged by developers from inkle on features like creativity and technical chops, so writers and designers can both get involved.

This is a great opportunity to learn a new engine, so interested developers might want to use their time before submissions open to think of some ideas!

For more information about ink jam, click here.

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Get a job: Sony PlayStation is looking for a Head of Global Account Management

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: San Mateo, California

The Head of Global Account Management will oversee all global account management teams across the world, with representation in our SIEA, SIEE and SIEJA offices. This position will lead the teams as the primary senior contact for our Publisher and Developer partners on the platform (Games) responsible for managing and optimizing the revenue to the platform from our partners and supporting our partners’ needs with the platform.

Responsibilities:

As part of the Global Publisher and Developer Relations teams, reporting directly into the VP, Global Third Party Relations:

  • Global Management of the Account teams on a global basis
  • Primary relationship management of Accounts on a global basis with our partners
  • Responsible for delivery of the Global Joint Business Plans for these accounts
  • Primary interface and evangelist for our partners within the business and for PS business on a global basis with our partners
  • Deal delivery/execution as well as monitoring of progress
  • Leadership and mentoring of an Account team across the globe
  • Support the Business Planning team to set partner goals, objectives, strategies and KPIs
  • To meet or exceed revenue (Disc, Digital, Add-on, Margin) targets
  • Enhance Partner satisfaction with the PlayStation Platform
  • Coordinate with Operations team for timely delivery of the content pipeline

Qualifications: 

  • Bachelor’s Degree or similar preferred in Business, Economics, Marketing or equivalent
  • 10 + years of progressively responsible business development and/or commercial experience within the entertainment, global electronics, technology/platform based business preferred.
  • Previous experience working abroad with international or global experience preferred
  • Strong business acumen with business development experience
  • Leadership experience at a senior level – teams of over 35 people
  • An effective communicator who is used to dealing with challenging B2B customers as well as a wide array of departments from Legal, Finance to Marketing
  • A highly enthusiastic, driven and motivating leader who is results-oriented and has worked in a cross-collaborative environment
  • Previous experience working for a Games or other entertainment platform, service, or 3rd party video-games Publisher/Developer preferred
  • Knowledge and a passion for video-games preferred
  • Knowledge of the games development process preferred

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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Don’t Miss: Fight or flight – Exploring the neuroscience of survival horror

[How exactly do horror games work on the brains of players? In this new feature, neuroscientist Maral Tajerian, of Thwacke! Consulting, unpacks the mechanism behind the scares in Amnesia, Dead Space and Silent Hill, among others.]

Fear is one of the most primitive instincts in humans. Although it has been particularly useful in keeping us alive in dangerous situations, it has also helped the entertainment industry capitalize on our sheer joy of being scared. The video game industry has done a good amount of scaring by taking advantage of these emotions and employing them in gameplay narrative and design.

This practice is best exemplified by putting the player in a vulnerable situation with limited resources to confront enemies. With proper execution, the genre can make your heart race, palms sweat and make you go to sleep with nightmares. However, when executed poorly, players feel as if they’re simply “going through the motions”.

Over the last two decades, several games (ranging from the early Resident Evil series to the more recent Amnesia: The Dark Descent) have defined the survival horror genre by successfully engaging fear and anxiety in players.

Although successful iterations of these games offer different enemies, gameplay mechanics and plot, they all share similar ways of handling the human psyche. This article will discuss how fear as an emotion has been employed in the gaming industry and discuss how the balance between scares and gameplay can lead to success or failure.

Anxiety. Next to fear, anxiety is perhaps the most prominent feeling experienced in video games. Unlike fear, which is a response to an imminent threat, anxiety is a response to a future potential threat.

When perceptual systems are taxed, research has shown that a looming threat results in anxiety that heightens attention and increases sensitivity to potential dangers. This implies that solving a puzzle the character is presented with in the game does not take away from the experience of fear and danger. In fact, according to many gamers, solving the puzzles under dangerous circumstances only increases the feelings of fear. Consider how riddles and puzzles in Silent Hill excel in this respect.


An example of a puzzle from Silent Hill 2 that needs to be solved in a dark and dilapidated room.

While games like first person shooters are notorious for desensitizing players to violence, games that raise the player’s anxiety actually sensitize them to danger. This is simply how animals behave, and it’s a highly adaptive behavior, since it keeps individuals on their toes in anxiety-causing environments. Raising the levels of anxiety in a video game will therefore ensure that the player is sensitized to the danger in the game. In a game like Amnesia, the entire experience teeters on anxiety created up to confrontation with an enemy since the player has absolutely no means to defend himself.

Helplessness. As mentioned earlier, players in the survival horror genre are often faced with terrifying and inescapable circumstances, with little means of self-defense. In other words, they are truly and utterly helpless.

In Amnesia, some may remember locking themselves in a closet, or hiding in a corner staring at a blank wall for several minutes, because you’re convinced that if you move, even an inch, a certain and horrible death will soon ensue. Furthermore, elements like rigid camera angles, awkward control schemes (Silent Hill, and Early Resident Evil titles), lighting (Alan Wake, Dead Space), etc. all serve to obliterate what little control the player might have thought she possessed.

Helplessness is truly a powerful feeling. Studies have shown that animals that are faced with situations where they’re helpless develop strong feelings of fear and anxiety. This is also true in the case of humans. You may remember this feeling from your last visit to the dentist. Whenever you experience feelings of helpless and loss of control, you are bound to feel more anxious and fearful. The same stays true in video games.