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Steam Intergalactic Summer Sale Day 7

The Steam Intergalactic Summer Sale continues! For the next eight days, take advantage of huge savings throughout our store on over ten thousand games. You can also help unlock free games by playing our Summer Saliens Game.

Today’s Featured Deals include:

Assassin’s Creed Franchise – Up to 66% off
They Are Billions – 20% off
Hollow Knight – 34% off
Euro Truck Simulator 2 – 75% off
Counter-Strike: Global Offensive – 50% off
Romance of the Three Kingdoms XIII – 40% off
Watch_Dogs Franchise – 67% off
Age of Wonders Franchise – Up to 75% off
and many more

Along with the sale is the Summer Saliens Game. Team up with other Saliens to fight The Duldrumz on different planets and free the abducted games. Gain XP as you battle, level up, unlock new abilities, and win cosmetic items to deck out your Salien. Plus, get Summer Sale Trading Cards just for playing.

Choose to battle on a planet that piques your interest and you’ll automatically be entered for a chance to win one of its rewards when it’s conquered. The longer your Salien spends on a planet the higher your chances of winning! The groups with the most tiles when a planet is taken will get to plant their flag as conquerors, undoubtedly gaining Saliverse-wide fame in the process.

The Steam Intergalactic Summer Sale will run until 10 AM Pacific, July 5th. Complete information can be found HERE.

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Review: Cartoon Craft

A lot of people are probably trolling the app stores looking for a game just like Cartoon Craft–a mobile-focused simplified RTS with swords and monsters all built from gold and trees. Obviously, Cartoon Craft is a clone of Warcraft, with armies of orc and humans facing off in a fantasy world. The one thing Cartoon Craft does really well is to make the units super cute, like a high-school graph paper battle come to life. Everything else seems not quite finished.

It’s a standard humans-vs-orcs story, with zombies as a mutual antagonist that forces the two natural enemies to band together. Each mission has its own setup and slightly varying goal, but they all come down to surviving and killing the enemy forces.

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Like Warcraft, first you have to build a base, sending workers to gather gold and wood, building farms to increase your unit cap, and building a couple of production buildings to pump out soldiers.

There are only five units the humans can build: worker, swordsman, archer, catapult, and flyer. There’s not a lot of difference between the units beyond being able to make ranged attacks or not. There’s not even a basic rock-paper-scissors circle of effectiveness. The catapult is significantly stronger than any other unit, which makes it the core of your army once you build the requisite production buildings. The orc side has similar units, but a strong melee ogre unit instead of a catapult. Each side also has a turret tower, which comes in incredibly handy both as a ranged defensive structure and a simple wall to keep the hordes of zombies out. Strategic decisions basically boil down to finding the correct time to shift your production from development of your resources to building a massive army.

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There are a dozen missions you play in campaign mode, but there doesn’t appear to be any AI to speak of. There is certainly no global opponent AI. The missions are simply structured as automatic waves of enemies that must be fended off on a timer, and bases that have to be hunted down and razed. The enemies can be phenomenally dumb (to be fair, a lot of them are zombies) and will just let themselves be mowed down by your turrets and archers if there is a line of trees that keeps your forces protected. Your allies will also do nothing to protect themselves or build their forces.

Unit AI is also dumb. Worker units are particularly frustrating in how they cut trees. No matter what area of the forest you tap on, they will interpret it as an order to cut trees in general and beeline for the nearest tree to their position. This can be particularly problematic when the forests form part of the walls that protect you from enemy attack. They will also sometimes just stop cutting trees entirely, for reasons I could not decipher.

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Poor AI is just one sign of a game that needs a lot more time to bake before its ready for sale. I hit a major bug halfway through. Supposedly, my human forces were supposed to ally with the orcish forces to fight off a zombie attack, but the mission opened with the two groups slaughtering each other. Apparently, my mission is to protect the remaining empty orc structures? Then the game just froze.

There’s no multiplayer, which is a real shame. Against a human, the game mechanics might offer a few hours of entertainment. There’s no skirmish mode, but that’s understandable seeing as the AI probably does not actually know how to build a base or develop an army.

Catoon
The translation is painfully bad–so bad that I initially thought the writers were deliberately affecting caveman/ogre grammar to fit the theme. That’s not really very important since the story text is totally skippable and does nothing to impact the gameplay. Then I realized that there was a major typo on the title screen … in the title. (Unless the game was actually meant to be titled Catoon Craft?) It’s just another sign of how unpolished the game really is.

A cute, simple version of Warcraft for mobile isn’t a bad idea, but Cartoon Craft definitely isn’t it. There’s no meat to the game, and the lack of basic RTS features combined with the silly AI and bugs makes this one to avoid at any price.

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Blog: Weird and not-so-weird concepts that could take the fighting genre forward

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.


Fighting games appear to be at a unique crossroad, being pulled in various directions, between their grassroots origins, esports, popular IPs, and more.

I think one of the most important things a genre can do in an attempt to grow is innovate.  Even small tweaks — hopefully in the right direction but not always — can help direct and guide games in the genre to succeed and exceed predecessors.

So, inspired by @goodFGideas on Twitter, here are some ideas — some could be interesting, others purposefully awful.

Also, apology in advance if some of these have already been done; either stated by @goodFGideas already or in an existing game.

There isn’t a lot of variation when it comes to fighting games’ business models.  Usually the game is sold at one price; extra characters are then released several months after launch with some cosmetic DLC sprinkled throughout.  There’s also special or deluxe editions that already include the aforementioned character DLC released at launch.  The other variation is free to play, where players get one or two characters to play — that sometimes change on a weekly or monthly basis — and buy the characters they want.

Lately, it seems the post-launch character releases sometimes make games feel incomplete, irritating some players such as the case with BlazBlue Cross Tag Battle’s DLC character packs.  I sort of understand the logic behind the developer’s choice.  If you launch the game at the full $69.99 price, it may appear too high and scare some more fiscally responsible players away.  This can also make supporting the game post launch with server support, balance updates, and patches more difficult.  Doing DLC character packs allow some players to buy at the lower price, and if they decide they don’t like the game, move on.  Some will enjoy the game and continue to support it by buying the DLC; others will wait until the game and/or DLC is cheaper and buy it all at once.

Anyway, here are some business models future fighting games could try (or not):

Buy Characters?  Why Not Buy Modes Too!

I think Dead or Alive 5 already did this to a degree; allowing players to buy the story mode for an additional cost in the Final Round edition of the game, but why stop at story mode?  Are you a casual who only wants to play story mode and arcade mode while you wait for a 100+ hour rpg to come out?  Then just buy Story Mode and Arcade mode, just $5 each!  Are you a pro that doesn’t care about narrative at all and just want to grind, lab, and play online?  Then just get those!  Similar to ordering a’la carte at a restaurant, you buy just the modes you want instead of a large meal with a side you’ll probably forget at the table anyway despite getting a to go bag.

Regardless, this idea focuses on the compartmentalization of fighting games.  Devs release the game at a relatively low price and see what modes are selling, need expansion, etc.  Is nobody playing the single-player content?  Then don’t make more of it!  A similar logic could be applied to cosmetic character DLC.  Why make more costumes for character X if they are the least used character?  The biggest risk is the game may appear unfinished, so upon release, a good number of these modes would need to be playable.  Not, “Oh, 6 months from now, you can buy Story Mode.”  It should probably be a day one release that’ll be expanded upon if successful.

Training Mode by the Hour?!

For professional players, training mode is probably one of the most important modes in a fighter outside of versus and online play.  And training modes have definitely evolved from earlier fighting games.  You can record inputs to be played back or program an AI to react in a variety of ways.  Though most training mode features were probably used by the developers to help debug key game features, there is still a considerable amount of UI work involved in getting these features usable to players.

Now, athletes train in gyms and on fields every day.  The use of that equipment and those facilities isn’t free, so why should training mode?!  So, similar to Tekken Revolution’s quarter system, why not use a similar system for Training Mode?  If a game could make even $0.25 for every hour players are in training mode, can you imagine the revenue?!  Heck, even just having ads pop-up could probably create decent revenue steam.

Now, will players be annoyed by this?  Yes.  Don’t do this.  This is a horrible idea that I hope a company, no matter how hungry for profit, never does.  Though I liked Tekken Revolution’s quarter system to a degree  — free to play with quarters you kept by winning or gained back every hour — doing this for training mode would probably cause lasting damage to any IP that tries it, except Street Fighter or Tekken; these two brands could maybe survive the backlash from hourly training mode fees.

Player Cards & Paid Modifications

Player cards are pretty common in fighters.  They show your gamertag, wins, losses, achievement-based banners, and more.  My idea:  Let players modify them more freely.  If you don’t wanna show how many losses you have, don’t.  Want to keep your number of wins a secret?!  Remove it.  Want multiple labels?!  Go right ahead!  Obviously, there’d be a limit.  I imagine you’d have to fit items on the card similar to Resident Evil 4’s inventory system.

So the business model portion?  Well, most banners and labels are earned through playing the game — beat arcade mode with this character on hard, win 100 ranked matches, etc.  Why not just let people buy these?  They don’t need to be expensive.  If you like a label, just buy it.  “But they didn’t EARN it,” you may decry.  Who cares? (Obviously the person asking, but I digress.)  A player earning a banner by doing something like beating arcade mode on Expert is good for them, but getting a dollar because the player didn’t want to do is good for the developer (but could also speak to a poorly designed arcade mode or AI.)

Also it could create an interesting headgame during online matches.  “Wait, they have the banner for doing all of that character’s challenge combos?!  They must be really good with them!” Are they, or did they buy that label?  Well, you’ll quickly learn once they drop a combo or two, but you were a little nervous, right?  No?  Fine.

Furthermore, wanna clear the number of losses you have?  You can pay to have your criminal record expunged — or at least a Google search tells me that — why not you loss record?  Or even your win record!  

You may ask, couldn’t this create an atmosphere of distrust?  Well, I mean, so does rage quitting, a common practice players do to preserve win streaks, even despite punishments companies implement.  And I’m pretty sure there are people who can easily figure out to mod their records somehow.

This idea is probably also very bad.  I am curious to how many players actually even care about their player card or how many would pay to expunge their losses or to get a special, difficult-to-earn-badge.  Does it cheapen said labels because some players didn’t really earn it?  Yes, but at the same time, when you earn one for real, knowing you earned it and saved money in doing so, that’s a good feeling too.  Overall, I think that’s what the idea is referring to; more concepts that you can either earn through play or just buy.  I believe Injustice 2 allowed this with Brainiac.  You could either buy him immediately — useful to tournament organizers for sure — or save a few bucks — at the cost of a few hours — and earn him by completing Story Mode.

Single player content is a surprisingly contentious topic in fighting game.  To the main design of a fighting game, single player content isn’t really important.  If the actual gameplay of a fighter is boring or uninspired, having good story, arcade, or campaigns modes really aren’t going to save it.

SPC seems to really excel as expanding the brand of the game and its lore, letting players know why should they invest in this world or these characters.  Also, it can be the vehicle to crossover into merchandising, expanding the brand into other media — comics, movies, shows, etc. (Or do the opposite, get more people interested in an existing brand.)

Stop Copying NetherRealm Studios

I’ll admit, I really liked Mortal Kombat 9’s story mode.  It did a great job at exploring the rather complex (or convoluted) lore of the Mortal Kombat series and allowed players to try multiple characters, acting almost like mini introductions to the cast — or kast?  Sorry.

Though I feel after that game’s success EVERY AAA fighting game has copied that formula — do a fight, watch a cutscene, do a fight, repeat.  I can’t imagine how expensive these modes are.  With all of their animation, narrative design and writing, voice acting, and various one-off systems needed to implement just to — and I could be wrong about this — have a majority of players ignore or ridicule it.

One issue is often these fights usually aren’t anything special or unique from the basic play experience.  Maybe you’ll face someone like Peter the Cop from Street Fighter V or an unplayable boss, but they are just small snippets of unique play.  Also, cutscenes seems to get longer and longer, highlighting an already problematic flow style.  At least Guilty Gear Xrd just did away with the flow problem and made a movie with no fights.

Anyway, the “idea” is just to try something new with this.  Shorter cutscenes, more tutorialized or unique challenges, just something that’ll separate it from NRS’s current story mode implementations.  Something that’ll make players go “Hey, playing this story mode was a lot more beneficial to me than just watching it on YouTube.”

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Invisible (or Hard to See) Tutorials

“Tutorial” feels like a dirty word in game development.  It feels like a lot of developers and designers — myself included — seem to dread creating them, especially if they are leaning towards being very text heavy or requiring a lot of unique features that are only for the tutorial.  A lot of this stems from the feeling that players often ignore or rush through them, missing key points and then quitting out of frustration because they ignored said points.  I think the best tutorials are once considered to be invisible; however, implementing these ideas in fighting games seems rather difficult since the progression can’t be neatly laid out like in Half Life 2.

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Tekken 7’s Story Mode is an example of a single player content that tries to replace a tutorial — though I think doesn’t do a great job of it, particularly due to the limited character set, easy input mode, and other factors.  Regardless, I think, if a developer isn’t going to take the time to do an in-depth tutorial, some level of single player content to teach various aspects of the game is important.  Challenges such as blocking a series of attacks or fighting opponents that only take damage from juggles I think can help a player learn, but also explore different aspects of the game without feeling like they are necessarily doing a tutorial.

I feel one thing that hasn’t changed a ton over the course of fighting games has been online mode.  You have ranked, casual, and lobbies to play with friends.  Besides things like Factions in Mortal Kombat X, I’m unsure what innovation is really being brought to online play.

Mentorship

Now this idea probably already doable to a degree, but the problem it’s trying to solve is that new players often jump right online and just get demolished by more experienced players.  Those players pretty much have two options then:  try to learn and improve or just leave and move on to a different game.

What if, instead of immediately jumping online, players could learn from a mentor of sorts.  Apparently online training modes already exists, but this service would more or less allow more experience players — probably determined by rank or experience — to train and mentor newer players through private one on one online training.

This probably already exists through more experienced players Patreons — donate X per month and I’ll play with you for an hour a week or something — but what is the game could facilitate this more?  You can then rank which mentors were helpful or unhelpful, etc., and said mentors are rewarded.

Again, probably not a necessary idea as the community and players could facilitate this instead of the game; however, I think by putting it out there, it could help newer players realize that the fighters take time to learn and sometimes they just need help from some more experienced in the genre to succeed.  Also, it could be a nice alternative to videos, which don’t always work for individuals who learn more kinesthetically.  I mean, most people don’t learn martial arts through videos or books, they learn through classes with a skilled teacher, and I think fighting games taking a similar approach could be helpful in growing a lasting playerbase.  This idea also fails if the player refuses to believe they need help of any kind as finding a learning from a mentor is usually an admittance that one needs help — which shouldn’t and isn’t something to be ashamed of, yet it often is believed to be one.

Nemeses

When online, sometimes you lose, you lose bad, and you want that over seasoned rematch.  Most games do keep track of your last couple of opponents.  So you could probably find that gamertag, invite to a match, and have your revenge match, but what if the game did more?

Inspired by the Nemesis System of Shadow of Mordor / War, what if fighters had a similar system?  Every time you lose a match, you have the option to make that opponent a nemesis.  Then, in the future, you can rechallenge that player.  It probably wouldn’t go toward your in-game ranking, but you could have built-in rewards to create an incentive to challenge nemeses but also for said nemeses to accept rematches.  Though not a huge or new concept, it’s a small tweak that could make online play more interesting and motivate players in a different way, giving them a reason to come back in the future.

Asymmetrical Effects

Some fighters have special status effects such as turning a character invisible or poisoning an opponent.  I think it would be interesting that, when playing online, the effects were visually asymmetrical.  If I turn invisible, I can still see my character locally — probably with some fancy effect so I can tell the effect is still active — but on the opponent’s side, my character is completely invisible.  In the case of poisoning, the entire screen gets a slight purple hue, not only to indicate that the negative effect is active but to give an additional layer of difficult by affect the game’s visual.  This is a short idea, but I feel something small like this could make online play more interesting.

Answer “Why?”

I feel the biggest issue with fighting game online modes today is that they don’t really have strong incentives to keep playing or can feel like a grind.  They don’t give a great sense of progress nor do they really offer a reason to keep coming back. 

You get the trophies, now what?  They are usually one-and-done.  You get top rank — and if you do, you’re probably already a pro player and it doesn’t matter because you’re preparing for some tournament — but in that case, tournaments already provide the why.

But what drives average or below average players to keep coming back?  They may enjoy playing the game itself but just aren’t that great, losing online becomes tedious, and they may not have the time or resources dedicated to improving quickly.  Should they quit playing?  Developers never really want the answer to that to be “yes.”

So developers need to contemplate, besides the frustration brought on from losing, what are they getting out of it?  A lose streak and loss record already is a harsh punishment to some — something else I’ll applaud Tekken Revolution for doing away with.  If said player does feel like they are making some progress on their play and eventually will break through and end the losing streak, nothing really needs to be done; however, there will always be players that when faced with even minor frustration, feelings of regression with no accomplishment, will probably quit and move onto something else.  This is a reality some games need to face; developers can’t please everyone, but the more they can prevent players leaving and quitting, the better.

Overall, I guess the idea is give players a reason to play online, regardless of the outcome.  Sure, the subjective nature of the game being fun is there — if you can make players enjoy losing as much as winning, you’ve made great progress, but I feel like even a minor reward for losing, can help.

Some games have made efforts towards this, awarding small amounts of EXP or in game currency just for playing.  Some games offer daily challenges:  throw an opponent five times during a ranked match, win 3 matches with X character — though personally I don’t like these because they force you to change your play style to complete said challenges, ultimately serving as a distraction.  And developers can’t do what some mobile or single player games do — allow players to buy in-game currency so they can overcome the next challenge more easily.  Maybe this isn’t really a problem, but just a reality of competitive games.  You have your core players that will utilize online play the most, and more casual players who will consume single player content and move on as they make little to no progress online.

I guess this isn’t so much an idea — and it’s not really unique to fighting games.  This is more or less just expressing the opinion that online play currently can feel like a pointless grind, that some players need a better reason to come back to online mode, a “Why?”  I think the game design lens of visible progress has some good questions for this; I feel showing players their progress could help answer this too, but of course, the counter question, do players even care about their progress if said progress isn’t just win accumulation?

In conclusion, here is a list of ideas that I could have probably tweeted instead of writing this:

  • Allow players to buy what modes they want to play
  • Charge a nominal fee per hour of Training Mode usage
  • Allow players to buy any badge for their player card as well as the ability to expunge their loss record
  • Stop copying NetherRealm Studios Story Modes
  • Make more single player content fights unique and/or act as invisible tutorials
  • Create an online mentorship program to allow more skilled players train less skilled ones
  • A nemesis system that allows players to quickly have revenge matches and rewards both players for victory and participation
  • Asymmetrical networking effects between players.
  • Give players a reason to play online through visible progress and/or minimal reward/punishment.

Oh and one more I didn’t feel like writing about at length — use machine learning to prevent infinites and improve balance.  I didn’t write at length on this, because I feel like machine learning is a buzzword I don’t know a ton about.  Regardless, I am curious if someone could create an AI that could take a game’s data, analyze it, and point out a lot of the initial flaws.  It probably wouldn’t find all of them, and worse, it could result in a sterile experience so it could end up being a horrible, expensive idea.

Again, some ideas are maybe okay and could extend to other genres; some ideas are awful, and I would secretly love to watch attempts at subduing the PR nightmare manifested by someone trying them.

Overall, I think the genre is in an interesting period.  I think things are exciting and great, but I also feel they could be improved and evolve, and I hope we continue to see developers attempt to evolve the genre through even the slightest changes in the future.

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Nintendo brings Labo support to Mario Kart 8 Deluxe, with more games to come

Nintendo is updating Mario Kart 8 Deluxe on the Switch to include support for the Toy-Con Motorbike controller that comes packed in the Nintendo Labo Variety Kit. 

The controller itself requires some assembly, however. The Toy-Con Motorbike is notably one of the many craftable cardboard creations included in Nintendo’s Labo line earlier this year. While each of the Labo kits come with their own playable Switch game, the Mario Kart 8 Deluxe update marks the first time support for a Labo Toy-Con has been included in a separate, non-Labo game.

Following the update, Mario Kart 8 Deluxe players will be able to mount their Joy-Con controllers into the Labo Motobike setup and use their cardboard creation to steer in-game. A short video showing Labo support in action can be found right above this post.

While Mario Kart 8 Deluxe is the first game to pick up Labo support, Nintendo notes that it won’t be the last. The company is looking to bring Nintendo Labo compatibility to more games in the future, though it hasn’t detailed which titles it is looking at quite yet.

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Steam Intergalactic Summer Sale Day 6

The Steam Intergalactic Summer Sale continues! For the next nine days, take advantage of huge savings throughout our store on over ten thousand games. You can also help unlock free games by playing our Summer Saliens Game.

Today’s Featured Deals include:

Slay the Spire – 37% off
Tom Clancy’s Ghost Recon Wildlands – 67% off
Metal Gear Solid Franchise – Up to 80% off
Mafia III – 65% off
Elite Dangerous – 55% off
Okami HD – 30% off
Hellblad Senua’s Sacrifice – 33% off
Rocket League – 50% off
and many more

Along with the sale is the Summer Saliens Game. Team up with other Saliens to fight The Duldrumz on different planets and free the abducted games. Gain XP as you battle, level up, unlock new abilities, and win cosmetic items to deck out your Salien. Plus, get Summer Sale Trading Cards just for playing.

Choose to battle on a planet that piques your interest and you’ll automatically be entered for a chance to win one of its rewards when it’s conquered. The longer your Salien spends on a planet the higher your chances of winning! The groups with the most tiles when a planet is taken will get to plant their flag as conquerors, undoubtedly gaining Saliverse-wide fame in the process.

The Steam Intergalactic Summer Sale will run until 10 AM Pacific, July 5th. Complete information can be found HERE.

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Blog: How can you understand players better?

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.


Gaming communities are full of surprises. Pleasant ones, mostly.

Speaking to your players is always rewarding — rewarding both to your project (in terms of brand trust and product insights you get from communication with actual people) and to yourself as a person. 2 years of community management for War Robots taught me thousands of things I never realized before.

For example, think about this: do people raging on game X’s forum actually hate the said game? Or it is, in fact, completely opposite? Let this question breathe for a bit — we’ll get back to it in a minute.

Nothing changes the fact, that speaking to people on the internet can be rather strenuous at times. And it will eat you alive if you don’t approach it properly.

When you take a quick glance at the community page of any established game, the first thing you’ll likely see is people being very upset over something. New community managers are often hit by that really hard (well, I certainly was). The knee-jerk response to that is to try fixing the situation as promptly as possible. Asking development team to implement features X and Z people are asking of right now sounds like the best bet. It clearly seems like project’s life and death depends on those… Or does it?

That’s how I thought at first, and soon I had to face reality.

Reality is always the same: let these Xs and Zs go live today, and tomorrow something entirely new will take their place. Fulfilling everyone’s expectations is impossible, as there are literally thousands of contradicting “wants” and “needs” flying around.

So what a person handling dev-to-player communications (let’s call this person a community manager, CM for simplicity) should do to remain sane and helpful to all parties?

One way to handle this is to restrict CMs working field to simply showing care. On social media or forums, steered by strict guidelines with inflexible directions like ‘in case of [this] say [that]“. Is it a good idea? Depending on what you’re looking for. This approach basically turns CMs into another line of customer support service, surely simplifying things a great deal… but also making developer-player interactions boring and mechanistic, throwing away all chances of something special emerging.

We aren’t huge fans that approach. Here in War Robots team community managers are all on their own. We, too, are decision makers, working both in players’ and product’s interests. We know many things others don’t. We have key product metrics on our hands while providing tons of data by ourselves.

For all of it to work, we have to stick  to certain principles. In this article, I’ll attempt to outline a general framework that will help you not only finding common ground with a multi-million player base but actually turning your back-and-forth communication into a healthy process from which everyone can benefit.

Negativity is hard to avoid. Even the abstract Best Game Ever would have to face hateful speech in social media over, supposedly, pettiest things. And the further the project goes, the more you’ll have to withstand.

After years working with different communities, I didn’t find anything better than to change the way I look at the hate itself. Let’s get back to the question from the beginning. Do haters actually hate? 

There’s one paradoxical, yet game-changing insight:

Those berating you, care about your game more than anyone else. 

They care so much, they just cannot contain themselves — and they aren’t to blame. Try putting yourself in their shoes. Would you be happy if the game where you spent your best years was going in a direction you don’t agree with? I definitely wouldn’t.

Let’s use a trite-yet-illustrative human relationships parallel. People change, and whether or not you and your partner will accept each other exactly as you became — on that depends if you will stay together. The difference is, with human-human relationships you can break up if things don’t work out. It will be painful, it will be hard, but nobody will die (most likely). But if you break up with your community, your game is usually doomed as there is no one else to bother.

Good news? You will never please every single side of your multifaceted player base anyway. So just accept this and go with the flow.

Resiliency is the trait you have to develop as a CM. Take into account what I said above: people on the internet are unhappy, but only because they love your game, not because they want to make your life at work miserable.

Sometimes this will make them say horrible things. False things. You might want to call them out for that. To prove them wrong, to make them feel bad for what they’re saying, to literally demolish them…

Hush now, hold your horses. Before acting, take a moment and observe the situation through player’s eyes.

One general rule that will make a difference: never argue. You’ve been told this many times perhaps, but I’ll still emphasize it. Passive aggressiveness doesn’t cut it either — you won’t make the situation better if you try to fight back in any form. Even if you win, if you prove someone wrong — it won’t make anyone feel better.

Instead, listen. Ask questions. Understand what is the actual driver of people’s unhappiness.

When we are upset, we all struggle to find out what makes us feel this way. By getting to the core of the issue you can find that precious tiny straw in players rationale, pulling which will help you steer the conversation onto the constructive course.

Most importantly: when talking to players, ask for feels and causes, not the solutions. The solution is up for developers and designers to figure out, as only they have the whole picture on their hands. Your job is to expand this picture with your insights into players’ minds. The Mom’s Test (http://momtestbook.com) by Rob Fitzpatrick is probably the best book on that matter: clear, concise and helps to ask the right questions. I strongly suggest you read it.

Empathy helps you to address the right things at  the right time. But it works even better if it is supported by data.

Data allows us to translate everything from the language of a player to the language of a product. We don’t just come to the producer all like “uhh some people don’t like it so you have to change it”. Such claims only worth something when we can support them with a clear idea of who these people are. 

  • How many of them there is — five or five thousands? 
  • How long ago they started playing — a month or maybe three years ago? 
  • How active are they? Are they casually running a couple matches per week or diving deep for many hours daily?

…and so on. It is a huge mistake to believe that all players are the same — which, however, is widely spread. There’s nothing easier than to catch false positives from some small yet vocal group.

To illustrate that I often refer to the game called Wildstar. This game has an incredibly captivating concept: an MMORPG for hardcore players remembering the old World of Warcraft days. Believing that this is the huge market to cater to, its developers spent nine years making it. Nine freaking years!

Did it pay off? Hardly. Wildstar is still around and is pretty good… however it never got as big as it could’ve been (which is unfortunate). As it turned out, nostalgic players ready to grind away weeks straight just to get an access to the raid dungeon weren’t the biggest part of WoW community. They were the loudest.

And now, how do you pinpoint the difference between “loud” and “numerous”? You know the answer. Data.

We use stats provided by social platforms augmenting them by third-party services when native analytics are not enough. Social media mining tools free our hands when it comes to collecting general sentiment on new features and the situation as a whole.

Your community can provide with much more numbers you might initially think. Places like FeverBee blog might be a good place to start digging for inspiration.

The bigger your community grows, the more you want to zoom out and observe it from the level of pure stats. But you should never stop approaching people personally: every show of humanity can go a long way.

With that in mind metrics must support your actions, not command them. You are working with people, and there’s a lot of weird stuff happening behind the scenes that you cannot explain just by looking at graphs.

Personal contacts with our players helped us catch and fix any issues before they started to show up on any metrics — like drastic metagame shifts or potentially game-breaking exploits. But these contacts aren’t just about building the intelligence network. It might be convenient to think about them this way, but there’s another huge reason to keep up with your pilots/summoners/tenno (however you prefer to call your lads and gents).

Here is that reason: you should always realize that your players are people. It sounds obvious, but when you’re operating the game with millions of monthly players it is easy to start seeing them merely as numbers in your dashboards. When quantity takes over, you might become completely desensitized to people’s feelings, and once it happens nothing I said above matters anymore.

Seeing players in person gives you a so much needed reboot and sets you back on track.

This April we invited a bunch of players to our office. It was a much less ambitious event than the one from two years ago (back them we invited top clan leaders to join the first ever official tournament), but scaling it down allowed us to keep things as informal as possible. High profile War Robots youtuber Adrian Chong came to us with a long lecture on the state of the game from player’s perspective, but that was the only “official” part of that event. After that, we were just hanging out and chatting. About everything. Literally.

And heck, that was incredible — insightful and… sobering in a way. Bringing players to our place allowed us to remind the development team that War Robots pilots are much more than suppliers of feedback and requests — but real genuine people for whom our game plays a huge role in their lives and whatever we do affects them a lot more than it might seem from our side.

There are players who want to dig into inner workings. The most hardcore followers. They save entire worlds by bringing closed projects back to life (like it happened with Star Wars Galaxies or Asheron’s Call), help funding passion projects of immense scale on Kickstarter and so on. But they definitely aren’t the most people you meet on your Facebook or Reddit page. Most people prefer having a much simpler time in their virtual worlds. And that’s okay!

But that is also why I am strongly convinced that there’s no need to ever draw players’ attention on video games being a business. People have enough “business” in their lives already — why should we also bother them with ours?

It is always better to underpromise than underdeliver. If there’s even the slightest chance something won’t go according to plan, don’t make the announcement.

But if something goes wrong, resort to one simple trick.

Honesty is your trump card. If you screwed up, admit it. Own it. Players’ trust is the most important asset of yours — if your audience trusts you, they will forgive many things. They know nobody is perfect.

It’s okay sometimes to say that “we did that to drive sales” when you push another monetized feature. People might get emotional at times, but they aren’t dumb. They will understand. But only if there’s a real trust between you and them.

Getting the trust back is much harder than building it from scratch. Figure out what kind of relationships you want to have with your players — and start cultivating them right away. Set the boundaries, the amount of attention you’re going to commit, then stick to the plan. Firmly. Every time you deviate, you lose your trust points.

***

Working with the community can go a long way. Remember though: if you are speaking to the community, you aren’t here to turn every dream real. First and foremost, you are here to understand what the dream actually is.

It is also up to you to keep providing everyone with great entertainment while protecting them from the nitty-gritty of making this entertainment tick. Find stories to tell. Build engaging activities. Or just give people ideas on how to deal with things they don’t like so they don’t hinder their enjoyment.

Whatever you do, just keep the communication going.

Help the game experience to extend to the outside world. This is something that is absolutely in your power. Bring people together. Help them create. If you manage to do it, it will bring absolutely beautiful results, transcending all the business-related discourse and turning your game into something truly magical.

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Get expert insight into how to build VR/AR training tools at XRDC

This October XRDC is coming to San Francisco, and it promises to be the premier conference for AR, VR, and MR innovation! 

As part of XRDC’s Education & Training track of talks, Boeing lead technical integrator Eric Spalding will be presenting a fascinating session all about “VR/AR Challenges for Training Environments” that promises to dig deep into Spalding’s work leading an R&D team researching AR and VR training in aerospace industries.

According to Spalding, AR and VR technologies could be extraordinarily disruptive to how training is performed. For the first time, students can be immersed in an environment that is easily deployable at low cost and without the dangers of real hardware.

However, for broad adoption, there are challenges to overcome that entertainment applications can more easily avoid, such as density of environments and interaction haptics.

With that in mind, Spalding’s XRDC presentation will provide an overview of various challenges facing AR/VR adoption in the training space and challenges attendees to develop solutions that could increase the overall AR/VR market. It promises to be fascinating if you’re at all interested (or invested) in the AR/VR/MR space, so don’t miss it!

XRDC is happening October 29th and 30th in San Francisco at the Westin St. Francis Hotel. Now that registration is open, you’ll want to look over XRDC passes and prices and register early to get the best deal! 

For more information about XRDC, which is produced by organizers of the Game Developers Conference, check out the official XRDC website. You can also subscribe to regular XRDC updates via emailTwitter and Facebook.

Gamasutra, XRDC, and GDC are sibling organizations under parent UBM Americas

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Heart of the Cardboard: Exploring the future of app-driven board games

By Anna Blackwell 26 Jun 2018

With the smartphone proliferation of the past decade there’s been an inevitable, (but so far restrained) trend developing in the world of board games. Depending on who you’re talking to, this new development is causing a bit of stir.

No, we’re not just talking about ports-to-digital – we’re being well served there – what we rather mean is the slow creep of digital being hard-coded into board game design. That’s right, we’re talking about board game that are largely driven by companion apps.

At their most base level these companion apps are a digital component that interacts with the boardgame/card game in some way. Whether this is a digital narrator, augmented reality, or an AI that controls the movement of the other pieces, these apps change the way we think about boardgame design. This is in contrast to utility apps, which simply enhance or assist in gameplay but are not required to actually play the game in question.

Leading the charge

Let’s take Rudy Games’ Cold War strategy game Leaders as our first example. At first glance. Leaders looks like a Risk spin-off except with a realistic world map that actually includes New Zealand. You wouldn’t be far wrong with that summary either. What allows Leaders to stand apart from its classic counterpart is its virtual headquarters. From the app you can conduct espionage and sabotage, complete missions, and forge secret alliances. All of which is done through your device which – now this is important – records that you have made these decisions.

LeadersSnap

A couple of years back while I was studying computer game design I tried making an alien invasion boardgame where one player played the aliens and the other played the humans trying to mount a resistance. One of the mechanics I had planned was a fog of war where players could stash units in buildings without the other player seeing what units were or even where they were. The main problem with this was that without gimmicky board design it all came down to player trust. Players would have to admit to each other that “yeah, that grenade you tossed through the window would have totally got my guards.” Which was never going to happen. However, with Leaders tracking your moves through an impartial digital referee, there’s no need for that trust. If my army gets sabotaged right before a key invasion and I lose because of it, then I can’t rightfully complain; the app knows all.

Bridging the Gap

Another take on app-driven games is XCOM: The Board Game, the cardboard adaptation of Firaxis’ XCCOM: Enemy Unknown. The main selling point is that the alien invasion is controlled by the accompanying app. You and your friends control the elite military organization XCOM as you fight against the invaders and the app also also dictates turn order, resolution and pacing of the player actions.

XCOM: The Board Game somewhat blurs the line between analogue and digital. Is it a boardgame with a companion app or a mobile game with a physical board? The answer is both and that annoys some purists. But putting them to the side for a minute, this new combined medium offers up a lot of new potential to developers on both sides of the divide.

XCOMGame

App developers can now work with physical components. Take Sensible Object’s Beasts of Balance, a boardgame where you balance animals, elements, and interaction pieces atop a plinth and try to evolve and grow your app-side creatures as much as possible without the tower falling. Purely as a boardgame it would be mildly entertaining at best. Purely as an app it would have flopped and died. But put both of the elements together, where you physically tap the animal to the reader and see it come to life in the game world? Brilliant! And the tension it creates by having the app give you a few seconds to put a fallen tower back together again takes away the Jenga finality and adds in a strangely wonderful air of desperation that has kept me coming back for more. And while these represent large physical investments, not all games have to be.

By now, it’s fair to say that most people (never mind gamers specifically) have some kind of smart device; be that phone, tablet or something else. Provided developers make sure they hit the key beats of iOS and Android (and Amazon, if there’s time), then there’s no danger to your potential player base. Furthermore, provided you design the game well enough you only need one person out of a potential group of 4-6 to actually need a smartphone or tablet. There’s never been a better opportunity to go high-tech.

Games to Life

Lightseekers by TOMY is a great example here. Part trading card game, part mobile RPG, and part augmented reality game. The card game itself serves as a way to enjoy collecting the various cards that you want for the mobile RPG. Every card is scannable and provides your characters with spells, boosts, or even summonable pets that fight for you. It’s pretty clear to see the Skylanders influence but this shows an important step in game design with useable, physical microtransactions. These are cards you’re going to buy anyway and with the booster pack culture of TCGs, you’re going to be seeing a lot of cards over and over again so why not put them to use? Also, the little augmented reality moment where your hero appears atop the card to get their new bonus is pretty nifty. Sort of like the ARG cards that shipped with the Nintendo 3DS but with a purpose.

So, we’ve established that companion apps can be used as rules arbiters for high strategy games like Leaders, as opponent-components in games like XCOM: The Board Game, and as a way to bridge the gap between the digital and physical like in Lightseekers. But what about physical games that have an app-based teaching component?

LightSeek

Mensa award nominee Colour Chess by DogEared Games is an interesting new take on dusty fan favourite Chess. Its colour mechanics add a new layer of strategy that are pretty simple to learn but difficult to master and like all good remix games, it comes with a couple other variants packed in with it. The problem is, you might not have someone to play with. Or you might need to practice and are sick of your Chess buff friends calling you a dumb-ass. Well Colour Chess has your back with its companion app that allows you to practice against an AI and play with players online (in a digital only sense, but you could set the board up and copy the moves for better spatial awareness).

Like them or not, companion apps are expanding the potential of boardgames and apps and as technology progresses and gets cheaper to produce, we can expect more to come. Even party games like One Night Werewolf are getting in on the action with an app that handles the night time narration and turn order, meaning everyone can play at once.

And if that means that I can view my Yu-Gi-Oh battles through an augmented reality app and actually see them fight, then I’m happy with this new future Oh, wait, they already made that too.

What are your thoughts on app driven boardgames? Let us know in the comments!

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Dota 2 Update – June 25th 2018

7.18:
==
* Aeon Disk: Cooldown increased from 90 to 115
* Echo Sabre: Strength bonus increased from 10 to 12
* Echo Sabre: Damage bonus reduced from 15 to 12
* Echo Sabre: Slow duration increased from 0.7 to 0.8
* Hand of Midas: Cooldown reduced from 95 to 90
* Orb of Venom: Damage per second reduced from 5 to 3 on ranged heroes
* Maelstrom: Chain Lightning damage reduced from 170 to 160

* Abaddon: Base movement speed increased from 305 to 310

* Alchemist: Greevil’s Greed Gold Bonus Cap increased from 16/20/24/28 to 20/24/28/32
* Alchemist: Greevil’s Greed Stack Duration increased from 30 to 40

* Ancient Apparition: Ice Blast duration increased from 8/9/10 to 9/10/11

* Bane: Fiend’s Grip cooldown increased from 100 to 120/110/100

* Beastmaster: Wild Axes manacost increased from 80 to 80/85/90/95
* Beastmaster: Primal Roar cooldown increased from 80/75/70 to 90/80/70
* Beastmaster: Level 10 Talent reduced from +25 Movement Speed to +20
* Beastmaster: Level 15 Talent reduced from +7 Armor to +6
* Beastmaster: Level 20 Talent reduced from +100 Wild Axes Damage to +80

* Bloodseeker: Level 10 Talent reduced from +8 Armor to +6
* Bloodseeker: Level 15 Talent reduced from +300 Health to +275

* Centaur Warrunner: Base strength increased by 2

* Chen: Holy Persuasion cast range reduced from 900 to 600
* Chen: Holy Persuasion send back delay rescaled from 6/5/4/3 to 6
* Chen: Holy Persuasion cooldown increased from 10 to 32/24/18/10

* Clinkz: Strafe cooldown reduced from 45/35/25/15 to 30/25/20/15
* Clinkz: Strafe manacost reduced from 90 to 75/80/85/90

* Clockwerk: Power Cogs burn/damage reduced from 80/120/160/200 to 50/100/150/200

* Crystal Maiden: Crystal Nova damage increased from 100/150/200/250 to 130/170/210/260
* Crystal Maiden: Arcane Aura self mana regen increased from 1.6/2.4/3.2/4 to 1.8/2.6/3.4/4.2

* Dark Willow: Bramble Maze total damage increased from 100/150/200/250 to 140/180/220/260
* Dark Willow: Cursed Crown manacost reduced from 100/120/140/160 to 80/100/120/140

* Dazzle: Base damage spread reduced from 41-59 to 47-53
* Dazzle: Poison Touch damage rescaled from 10/24/38/52 to 16/28/40/52

* Death Prophet: Base armor reduced by 1

* Doom: Base movement speed reduced from 285 to 280

* Dragon Knight: Level 15 Talent reduced from +35 Damage to +30

* Earthshaker: Base HP regen increased from 2 to 2.5
* Earthshaker: Base movement speed increased from 305 to 310
* Earthshaker: Enchant Totem Scepter cast range increased from 900 to 1100
* Earthshaker: Echo Slam Echo damage increased from 60/85/110 to 70/90/110
* Earthshaker: Echo Slam waves are no longer disjointable

* Earth Spirit: Strength gain increased from 3.2 to 3.5

* Ember Spirit: Fire Remnant charge restore time increased from 35 to 38

* Enchantress: Attack range increased from 550 to 575
* Enchantress: Untouchable attack slow increased from -20/60/100/140 to -20/70/120/170
* Enchantress: Impetus damage increased from 14/18/22% to 16/20/24%

* Enigma: Midnight Pulse damage increased from 3/3.75/4.5/5.25% to 3.75/4. 25/4.75/5.2 5%
* Enigma: Midnight Pulse duration rescaled from 11 to 9/10/11/12
* Enigma: Midnight Pulse cooldown rescaled from 35 to 50/45/40/35
* Enigma: Midnight Pulse manacost rescaled from 95/110/125/140 to 75/95/115/135
* Enigma: Level 15 Talent increased from +120 Gold/Min to +150
* Enigma: Level 20 Talent increased from +400 Health to +500 Health
* Enigma: Level 25 Talent increased from +4 Malefice Instance to +5

* Invoker: Level 10 Talent increased from +0.5s Tornado Lift Time to +1.25s
* Invoker: Level 15 Talent changed from +2.5s Cold Snap Duration to -12s Cold Snap Cooldown

* Io: Relocate now has channel time instead of a cast delay

* Legion Commander: Duel bonus damage increased from 10/14/18 to 10/18/26

* Leshrac: Split Earth cast range reduced from 750 to 650

* Lich: Sacrifice 25 manacost removed
* Lich: Ice Armor increased from 3/5/7/9 to 4/6/8/10
* Lich: Chain Frost cast point reduced from 0.4 to 0.3

* Lycan: Base armor reduced by 2
* Lycan: Base damage reduced by 3

* Meepo: Base armor increased by 2

* Mirana: Level 10 Talent reduced from +20 Damage to +15
* Mirana: Level 25 Talent reduced from -75s Moonlight Shadow Cooldown to -70s

* Morphling: Waveform cooldown increased from 11 to 14/13/12/11

* Naga Siren: Rip Tide damage reduced from 120/160/200/240 to 80/130/180/230
* Naga Siren: Ensnare cooldown increased from 12 to 14

* Nature’s Prophet: Agility gain increased from 1.9 to 2.4

* Necrophos: Death Pulse damage increased from 80/120/160/200 to 100/140/180/220
* Necrophos: Death Pulse unit kill regen duration increased from 6 to 7

* Night Stalker: Void now deals half damage during day
* Night Stalker: Base movement speed reduced from 290 to 285

* Nyx Assassin: Vendetta manacost decreased from 160/210/260 to 140/200/260

* Oracle: Intelligence growth increased from 3.2 to 3.5

* Phantom Lancer: Base strength reduced by 3

* Pudge: Meat Hook cast range increased from 1000/1100/1200/1300 to 1300
* Pudge: Flesh Heap magic resistance increased from 6/8/10/12% to 8/10/12/14%

* Riki: Base damage increased by 3
* Riki: Blink Strike damage rescaled from 55/70/85/100 to 100
* Riki: Blink Strike cast range rescaled from 800 to 500/600/700/800
* Riki: Smoke Screen AoE increased from 250/275/300/325 to 325
* Riki: Smoke Screen cooldown increased from 11 to 17/15/13/11

* Sand King: Burrowstrike cooldown increased from 11 to 14/13/12/11

* Shadow Shaman: Mass Serpent Ward damage increased from 40/70/100 to 50/75/100

* Skywrath Mage: Arcane Bolt manacost increased from 70 to 90

* Slark: Level 10 Talent reduced from +10 Agility to +8

* Sniper: Headshot physical damage no longer ignores Spell Immmune units
* Sniper: Headshot damage increased from 15/40/65/90 to 20/50/80/110

* Sven: Great Cleave damage increased from 30/42/54/66 to 40/50/60/70

* Templar Assassin: Psionic Traps bounty increased from 1 to 25

* Terrorblade: Agility gain increased from 3.7 to 4.2

* Tidehunter: Gush armor reduction increased from 3/4/5/6 to 4/5/6/7
* Tidehunter: Ravage duration increased from 2/2.4/2.8 to 2.4/2.6/2.8
* Tidehunter: Level 20 Talent increased from -4 Gush Armor to -5
* Tidehunter: Level 20 Talent increased from +24 Kraken Shell Damage Block to +30

* Timbersaw: Whirling Death stat loss percentage increased from 13% to 15%

* Tiny: Strength growth increased from 3.3 to 3.6
* Tiny: Tree Grab unit attack damage bonus increased from 10/20/30/40% to 25/30/35/40%
* Tiny: Tree Grab building attack damage rescaled from 90/120/150/180% to 80/120/160/200%
* Tiny: Toss damage increased from 75/150/225/300 to 90/160/230/300

* Ursa: Overpower attack count increased from 3/4/5/6 to 4/5/6/7
* Ursa: Level 20 Talent increased from +12 Fury Swipes Damage to +16

* Vengeful Spirit: Wave of Terror damage rescaled from 45/70/95/120 to 60/80/100/120
* Vengeful Spirit: Magic Missile stun duration rescaled from 1.2/1.4/1.6/1.8 to 1.5/1.6/1.7/1.8

* Warlock: Shadow Word manacost increased from 90/110/130/150 to 120/130/140/150
* Warlock: Shadow Word cast range reduced from 525/600/675/750 to 450/550/650/750

* Weaver: Agility gain increased from 2.8 to 3.1
* Weaver: Shukuchi damage increased from 80/110/140/170 to 100/125/150/175

* Windranger: Intelligence reduced by 2
* Windranger: Powershot reduced from 180/270/360/450 to 150/250/350/450

* Witch Doctor: Voodoo Restoration activation cost increased from 20/30/40/50 to 35/40/45/50

* Wraith King: Mortal Strike skeletons magic resistance increased from 30% to 50%
* Wraith King: Vampiric Aura increased from 15/20/25/30% to 18/22/26/30%

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The Coolest Fortnite Wallpapers for your phone

We know you’re all secretly playing Fortnite on your iPhones or Tablets right now. The Battle Royale sensation earns hundreds of millions in dollars nearly every month and the playerbase has grown to 125 million. It’s certainly not me who’s been spending all that money. God knows what will happen when it finally comes to Android.

What better way to show your clear & undeniable appreciation for this masterpiece by displaying your affection via a snazzy, on-message wallpaper for your phone. Your first port of call could always be this iOS app we found cunningly titled Fortnite WallpapersIt’s iOS Universal, it’s free, and it also has a collection of phone (and tablet) art that you can use show your allegiance. Thank you Matthew Nelson for trying to make us redundant.

If you’re happy to let us help you though, using top-secret investigative techniques (Google), we’ve scoured the internet to find some of the best examples of Fortnite wallpaper.

Fortllama< I’M A LLAMA
Source: 
Pinterest

Did you ever see The Emperor’s New Groove? Man that was a great film. Some good, clean Disney humour there, and all about a guy who gets turned into a Llama. Speaking of llamas, we managed to find a rather artisitc version of the Fortnite llama, in wallpaper form. Don’t say we never do anything nice for you.

FortChromeNerves of Steel >
Source:
Progamesguide

We like this one because A/ Chrome and B/ it’s actually a really good character render. There’s a lot of detail, some really bold colours (animated red hair looks pretty great). Also, there’s a lot of sass in that smile of hers. It’s almost like she’s saying “Aww yeah, it’s on,” before she shoots lasers out of her eyes and melts your face.

4k fortnite ej 1080x1920 576x1024

< Rust Lord
Source: iphonehacks 

One thing that contributes to Fortnite‘s appeal is the customisation factor. Whether you win it in-game or pay real money, you can find a character skin that best suits your personality or identity and equip it. It’s a very pure form of digital expression that often gets over-looked, and an often misunderstood part of what drives free-to-play business models.

This is wallpaper features a skin that released as part of the third season of Battle Pass. It’s called ‘Rust Lord’ and is a purple rarity skin.

fortnite 414x736 wallpaper thanos

CrossOver >

Source: Progameguides

The cross-over event with Avengers: Infinity War may be over, but that doesn’t mean you can’t forever remember that one time Thanos was in Fortnite. 

He couldn’t build or carry weapons (except when he could), but he was strong and surprisingly fun to play as. Was this the best cross-over event of all time? Probably. 

1a318b4f11c701853011b1ccc277f387

< Plain & Simple
Source:  Pinterest

As well as featuring a great shade of purple, this wallpaper is great because it is what is – someone with this clearly likes Fortnite, and they’re not afraid to tell the world about it.  

fortnite winter season nz 1280x2120Festive Fun >
Source: HDQWalls

Christmas is long behind us, but should this Fortnite business last until the 2018 holiday season what better way to get into the festive spirit with a festively themed background. There’s a Christmas tree in the background and everything.

Fun fact, the original image shows the Fortnite crew facing off against zombies.


2018 fortnite 5k mi 1280x2120< Angelic
Source: HDQWalls / Dodonozore34

If you’ve ever won a game of Fortnite, you’ll know it’s a transcendent moment. Not only did you managed to survive, you managed to beat everyone else whilst doing it. Winning is like ascending to a higher plain of existence which, unlike Redbull, is a process which legitimately does give you wings. Here’s a Frotnite wallpaper that has one of the character skins with wings.

dont messDon’t Mess with Me >
Source: Pinterest

Alternatively, you might just want to show everyone that you mean business. This wallpaper features another one of the character skins available in the game. You can tell by the fact that his arms are crossed that he’s not going to take any nonsense from anybody. Also, the black background and colour scheme makes everything a lot more dramatic than it needs to be.

birds eye< Birds-Eye View
Source: Alphacoders

Perhaps you’d like something a bit subtler and understated. There’s nothing like a bit of scenery to draw people’s attention and spark conversation. This 3D snapshot/recreation of the Battle Royale map throws up some iconic locales, as well as the looming storm in the background. You may not be loud-and-proud with this one, but anyone who knows what they’re looking like will be secretly sending you their respect.

FortnitelastThe Devil Makes Work For Idle Hands >
Source: Epic Games Forum

To finish off the list, this is the only wallpaper on the list we can actually attribute to an actual author.

Epic forum user Whitesushi was apparently bored one day, so decided to make a phone wallpaper themed on Fortnite’s PVE mode. It’s definitely the best quality out of the list, although perhaps not as memorable (or as on point).

Have you found any neat phone wallpapers that use for Fortnite? Or any game, really – why not share them with us in the comments!