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Opinion: NeoCab and the effort to make an empathetic game about gamification

I’ve rarely come across a video game where its subject determines the mechanics in such exacting detail.

NeoCab, Chance Agency’s forthcoming visual novel about driving a rideshare taxi à la Lyft or Uber, draws deeply on those companies’ gamified incentives for drivers to make the–perhaps inevitable–video game about the experience. Set in 2040, the action takes place in Los Ojos, a fictionalized cyberpunk California city. The point-of-view character–Lina Romero–is the last human driver in a town dominated by a rival firm’s AI-driven rideshares.

But to the extent that this highly narrative game has mechanics at all, they’re shaped by the job. Understanding this requires a slight digression.

At the risk of stating the obvious, real life isn’t a video game. The striking thing about so called “gig economy” occupations, however, is the way they blur that boundary quite deliberately. To look at Lyft and Uber’s “driver incentives,” for instance, is to see the logic of an MMO imprinted onto a real person’s working life. Consider the following post from a popular rideshare blog:

“Uber had this spectacular incentive where if you give 12 rides between 10pm-3am, you will be guaranteed $325. That is about $28 per ride and this was commission free, so that is take home pay. This seemed too good to be true and it was. Almost all drivers I spoke to couldn’t get 12 rides.”

Indeed, like a videogame with its fansites, the rideshare industry has spawned countless websites devoted to helping drivers maximize their returns and “win” the system. Complete 75 fares in Los Angeles and get 500 dollars from Uber; like an achievement, but with real money. Some of these incentives are even literally called “Quests.” Your car becomes a Skinner Box.

“We’re less interested in creating a character that players will empathize with than we are in creating a character whose empathy is core to her strength.”

But the most visible gamified aspect of rideshare, of course, is the star rating system, which any passenger is familiar with as it’s entirely for their benefit. Every driver is rated out of 5 stars, and earning that five-star rating is an overriding goal; if the rating slips to even four stars, a driver may find it impossible to get fares, or be locked out entirely.

This, then, becomes an overarching concern for Lina Romero in NeoCab. When an acquaintance contacts her in desperation, urgently requiring a ride out of a dangerous situation, Lina has to choose between denying her or cancelling on a passenger she just agreed to pickup–thus risking her five star rating. Doing the right thing here and helping the friend in crisis leads to a 1 star rating from the irate customer who explains “night RUINED.” Even playing this vertical slice, I found myself invested enough to silently pray that this choice wouldn’t cost me too dearly.

Creative lead Patrick Ewing described this in some detail as we discussed his team’s vision for the game. One tension here at play is the fact that Lina is the last human driver in the city; perhaps some of her passengers want a personal connection? Or, perhaps, just a real person they can boss around or even hurt. “How do the perverse incentives of something as badly designed as Uber/Lyft’s star rating system play into this dynamic? That’s the core of the gameplay – trying to survive and thrive a precarious world that thinks it’s post-scarcity, from an emotional and economic perspective.”

“We started talking to gig workers from the get-go – reaching out to our network of 1st and 2nd degree friends primarily,” he said, when I asked about the research that went into the game. “We talked to folks who’ve worked for Uber, Lyft, Postmates and Zesty, and these unbelievable stories just started pouring out. Touching, funny, scary, deeply offensive – gig workers, and rideshare drivers particularly, see it all. Some stories were so intense, I knew immediately they wouldn’t fit in a game like ours. But the overall message was clear- there is a wealth of human experience here.”

This is, in Ewing’s conception, a game about emotional labour: the ineffable, personalised aspects of a product that’s being sold. “Service with a smile” is, after all, marketable. But someone has to affect that smile; all day, every day. This isn’t exactly new, but the gamified gig economy has–as it’s done with so much else–taken longstanding business models and exaggerated them to Picassan dimensions.

NeoCab takes that one step further and extrapolates this into a future where emotional attachment is a resource all its own. The acquaintance I had to rescue was a passenger from earlier in the night, a fellow gig economy worker who spent her days in an exosuit layered over with holographic displays. Tension flared as Lina realised that what she’d thought was a genuine conversation with her passenger turned out to be a survey conducted on behalf of the Capra Corporation. By the end of the ride, however, at least with the dialogue choices I’d made, the two became fast friends–at least, after the exosuit was turned off. “Gig workers have to stick together,” she said.

Five stars, by the way.

The question lingered, however: what was real socializing and what was fake market-driven banter? Worse: would there be a meaningful difference in twenty years time?
 

***

But this is all, in many ways, a backdrop to one woman’s story which lead editor Paula Rogers insists is the focus of NeoCab. “Her relationships with the pax [passengers] and her missing friend, Savy, are far more important to her character arc than the economic situation of Los Ojos. Like anyone, her socioeconomic status shapes her experience, but it does not define her.”

The story Rogers paints is one that stands in contrast to an unfortunately pat analysis made in a Gizmodo preview of the game:

“Creative lead Patrick Ewing told Gizmodo a reason they chose a woman, specifically a woman of color, as the protagonist was because they are more vulnerable in the gig economy.”

Being Latina myself, I wrinkled my nose at this; I’m more than my ‘vulnerability,’ and certainly not interested in seeing fictionalized Latinas posed for tragedy porn. (The link that the Gizmodo journalist used to support her claim is, however, very much worth reading.)

Rogers and Ewing were both quick to clarify what they meant at some length and regret what had been lost in translation, however. “[Lina’s] power as a character is through her empathy and her ability to make emotional connections with the pax,” Rogers told me. “Our hope is that her choice to stay empathetic and open (to stay human) works as a kind of resistance to the economic and political forces in her world, and elevates her far above being a simple victim of these systems. So we’re less interested in creating a character that players will empathize with than we are in creating a character whose empathy is core to her strength.”

Rogers went on to describe the nature of that power and how she and her team of writers tried to express it. “We made decisions early-on to avoid creating anything that could be seen as tragedy tourism,” she said. “It’s an emotional survival game, but we always balance how terrible the world gets with how resourceful Lina is as a character. The challenges she faces aren’t designed to destroy her to prove a point about terrible systems, they are designed to let the player feel into this character’s power.”

The slice I played certainly gave me a sense of that. Tensions flared, Lina fought exhaustion, she put on a show for her passengers, and she ultimately succeeded at getting by.

“I didn’t want the lead character to be in the ‘majority’ position navigating all the strange ‘weirdness’ of another culture. I wanted our main character to be a part of the world in a deeper way.”

In describing the start of the “long, collaborative process” that settled on Lina Romero as a character, Patrick Ewing asked, “What kind of person is still working the night shift, listening to confessions from strangers, in 2040 when people are zipping around in little AI capsules? And Lina’s character began to take shape from there.”

“Her identity allows us to tell the story from a unique vantage point, and amplify voices that aren’t widely represented in games,” added Vincent Perea, the game’s art director. Mexican-American himself, Perea sought to help shape a character who reflected the women he grew up with, who had to “walk the line” between different worlds, between technology and humanity, or between different ethnic and national identities. “Also, on a more personal note, it isn’t often that you get to make your main character come from your own background, especially when you are not Caucasian. I certainly haven’t had the chance given the previous games I worked on. I knew I couldn’t pass up this opportunity to draw inspiration from such a personal place so that I could elevate it and talk about it.”

There was also a desire to push back against the tropes of cyberpunk that had defined its earliest iterations, which Perea characterized as “Caucasian people living in a world that has culturally collided with another culture,” citing Blade Runner as a key example of a fictional Los Angeles strangely devoid of Latinos. “I didn’t want the lead character to be in the ‘majority’ position navigating all the strange ‘weirdness’ of another culture,” Perea added. “I wanted our main character to be a part of the world in a deeper way.”

This all came as a relief to me, and it was buttressed in the game itself. There is, after all, a pratfall that white progressives are–dare I say–vulnerable to falling prey to: elevating or telling stories about minority groups that overemphasize intractable tragedy rather than the interplay of our humanity with hardship. Thankfully, NeoCab definitely looks to be the latter. Any “political” theme runs the risk overwhelming everything else, driving its ‘point’ home with thudding obviousness.

The mirror risk, of course, is a game that uses important and painful themes as mere window dressing to tell a banal story. But so far this appears to be a game that balances its various narrative and thematic ingredients with care.

There’s an art to these things that transcends a ‘message.’ NeoCab may actually have mastered it.

Katherine Cross is a Ph.D student in sociology who researches anti-social behavior online, and a gaming critic whose work has appeared in numerous publications.

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Daily Deal – Marvel vs. Capcom: Infinite, 50% Off

7.15:
===

* Bounty Runes now spawn every 5 minutes
* Bounty Runes now grants gold to each player (40 + 3/min)
* Bounty Runes now fully fills bottles
* Bottles heal rate increased from 80/40 HP/MP to 100/50

* Melee Creeps base gold bounty reduced by 2
* Range Creeps base gold bounty reduced by 1
* Range Creeps gold bounty increase per upgrade changed from 1 to 3 (With these changes, the total gold difference on the map at 40 minutes is 2052 less gold)
* Melee Barracks team bounty reduced from 225 to 175
* Ground Courier bounty reduced from 175 to 125 (Flying Courier is still 175)
* Tower denies now remove all gold instead of just half (previously it gave 50/60/70/80 for tier 1/2/3/4 denies)

* Agility heroes base strength increased by 1
* Intelligence heroes base intelligence reduced by 2, except for bane (base damage adjusted to remain the same)

* Neutral camp stack bounty increased from 20% to 25%
* Ancient HP regen increased from 8 to 12
* Observer Wards restock cooldown reduced from 150 to 135
* Observer Wards cost reduced from 80 to 75
* Enchanted Mango HP regen reduced from 0.7 to 0.6

* Roshan Slam damage growth increased from 8 per minute to 10
* Roshan base damage increased from 65 to 75
* Roshan base health increased from 5500 to 6000

* Removed a tree to the bottom right of the dire mid lane, near the map ledge
* Minor adjustments to the position of the powerup runes
* Reduced spawn box sizes for a few of Dire neutral spawns
* Removed a tree to the right of the bottom Radiant bounty rune
* Moved the bottom Dire T1 tower slightly down
* Moved the bottom Dire bounty rune slightly to the right
* Moved the bottom Dire shrine location slightly down
* Moved the top Dire T1 slightly to the right
* Slight adjustments to the line of sight and trees to the left of the mid Dire T1
* Ranged creeps now always spawn behind the melee creeps

* Captains Mode round time increased from 30 to 35
* Captains Mode second ban phase order changed from 2nd/1st/2nd/1st to 1st/2nd/1st/2nd

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Minecraft for the Nintendo Switch system to receive cross-platform play and retail release in stores this June

Minecraft for the Nintendo Switch system to receive cross-platform play and retail release in stores this June

Minecraft is one of the best-selling video games of all time, selling more than 144 million worldwide across all platforms, including Nintendo Switch.

While the Minecraft: Nintendo Switch Edition game is currently available on the Nintendo Switch system, this June will see the universal Minecraft Bedrock Engine come to the platform, along with a new physical version coming to stores at a suggested retail price of $29.99.

This Bedrock version of the game contains all the great previously released content, including the Super Mario Mash-Up Pack exclusive to Nintendo systems and all DLC, but now allows players to connect with friends on non-Nintendo systems like Xbox One and Android mobile phones via cross-platform play. In addition, Minecraft will support the Nintendo Switch Online paid membership when it launches in September, as well as Xbox Live achievements and Gamerscore.

A new in-game store in this version of Minecraft called the Minecraft Marketplace will let players obtain community-created content like skins, worlds and textures for their Minecraft World using MINECOINS, a new virtual in-game currency. Players will also gain access to new mini-games and game modes through online community-run servers.

Players who already own the Minecraft: Nintendo Switch Edition game will be able to download this definitive version free of charge so they can easily upgrade and enjoy all the added features. Visit Nintendo.com or Nintendo eShop for details.

With Minecraft on Nintendo Switch, players can take the newest version of the massively popular game wherever they go.

Game Shown:

Fantasy Violence

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Weekly Jobs Roundup: Seismic Games, Telltale, and more are hiring 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.

Here are just some of the many, many positions being advertised right now. If you’re a recruiter looking for talent, you can also post jobs here.

Location: San Rafael, California

Telltale Games is in the middle of an ambitious technological transformation and is looking for leaders to take ownership over developing and driving its new technology stack. As such, the studio is seeking an Audio Software Engineer to work closely with Telltale’s audio design team to improve workflows, improve existing technologies, build new features, and more. 

Location: San Rafael, California

Starfall is looking for a Senior Game Designer to create concepts and themes that engage children and encourage them to learn through play. The company is looking for a developer with a history of proven leadership and management abilities, the ability to create games that inspire and motivate children to meet educational standards, and familiarity with animation methods targeted to desktop browser and mobile platforms.

Location: Los Angeles, California

Seismic Games is looking to bolster its art department by hiring a Sr. UI Artist. The team is looking for someone with the ability to create and execute UI art assets consistent with its visual style and to identify priorities and gaps in current designs and contribute/iterate creative solutions. This role requires expert knowledge of Photoshop and/or Illustrator and at least four years of experience in games as a UI Artist. 

Location: Stanford, California

The Sanford School of Medicine’s Das Lab is looking for an engineer to help rebuild the system behind its citizen science game Eterna. The developer’s primary focus will be development of all server-side logic and ensuring high performance and responsiveness to requests from the front-end. Additionally, a dev in this role will also be responsible for integrating front-end elements, including puzzle solver applets and user interface, and database elements built by other team members into the application. 

Location: Dallas, Texas

PeopleFun is seeking a multitalented Art Director to be the creative visionary for its casual word games. In this role, you’ll draw from a background of diverse styles to create a vision for each of its mobile gaming releases, translate game concepts into fully realized games, and lead the marketing, graphic, and art design teams in creative and visual aspects of game art production. 

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Nexon doubles revenue in US following Pixelberry acquisition

Nexon published its latest financial results earlier today, showing an overall increase in profits due to steady sales of popular mobile titles in North America, China, and Korea.

For the full fiscal year ending March 31, Nexon earned ¥90.5 billion (~$825 million) in revenue, up 21 percent over the past fiscal year, and saw net income increase by 134 percent year-over-year to ¥46.6 billion (~$425 million).

In North America revenues increased 155 percent to ¥5.4 billion (~$49 million) year-over-year, thanks to contributions from Choices: Stories You Play, a mobile game developed by Pixelberry Studios, which Nexon acquired last quarter. 

The company experienced revenue growth in China as well, after releasing content updates and item sales for its online PC game Dungeon&Fighter during Lunar New Year. However Korea saw a growth in revenue up 21 percent to ¥81.8 billion (~$745 million), driven by sales of mobile titles like OVERHIT, AxE, Yulhyulgangho M, and Durango: Wild Lands.

“We have multiple titles launching in Korea such as EA Sports FIFA Online 4, ten mobile titles in Japan including Overhit and Gigant Shock in 2018, and Durango: Wild Lands, Darkness Rises and MapleStory M for international services,” says Nexon CEO Owen Mahoney in regard to Nexon’s next steps. 

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Little Orbit acquires GamersFirst online game portal and APB Reloaded

Little Orbit has acquired the online game portal GamersFirst and the company’s game licenses such as the massively multiplayer online games APB Reloaded and Fallen Earth.

It’s a notable acquisition for Little Orbit, who has largely focused on licensed games for entertainment companies like Cartoon Network in the past, but also a momentous moment (and, the publisher hopes, a turning point) in the complicated history of APB Reloaded

Originally released in 2010 as All Points Bulletin, the game was later relaunched as the free-to-play game APB Reloaded after its original developer Realtime World shuttered and Reloaded Productions, owned by GamersFirst, purchased the rights to the game.

However, APB Reloaded has had its own share of troubles in the years since coming under GamersFirst’s control, something that Little Orbit CEO Matthew Scott addressed on the game’s developer blog following the acquisition announcement.

“There’s been a lot of speculation over the last couple months about who would be crazy enough to take on this game. And I’m not going to try and sugarcoat it, we know that the confidence in this game is at an all time low, and odds are you haven’t heard of us at Little Orbit,” wrote Scott. “But that’s OK. There’s a lot of work to do, and I’m not writing this letter to make unrealistic promises or layout a grand roadmap. Instead, I’m going to ask for your patience as we get organized and that you give us a chance to show you that we are sincere in our efforts to make APB Reloaded the game we all know it can be.”

In the blog post, Scott notes that his company is updating GamersFirst to make the website compliment with the European Union’s coming GDPR legislation and plans to upgrade APB Reloaded to Unreal 4 in order to enable longterm support, content updates, and operational changes.

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Daily Deal – Hidden Folks, 50% Off

Two free new apps — the Steam Link app and the Steam Video app — are preparing for launch in the coming weeks, both designed to extend Steam’s suite of services and accessibility.

The Steam Link app, slated to launch the week of May 21st, allows gamers to experience their Steam library of games on their Android (phone, tablet, TV) and iOS-based (iPhone, iPad, Apple TV) devices while connected via 5Ghz network or wired Ethernet to a host system (Mac or PC), with Android access initially offered in beta. The Steam Link App will feature support for the Steam Controller, MFI controllers, and more across both platforms.

Later this summer, the Steam Video app is targeted for release, allowing users to enjoy the thousands of movies and shows available on Steam directly via their Android and iOS devices over Wi-Fi or LTE. In direct response to customer feedback, it will offer the ability to enjoy content in offline and streaming modes.

Steam is a leading platform for digital entertainment, offering thousands of games, movies, and films to millions of people around the world. For more information, please visit www.steampowered.com

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Dota 2 Update – May 10th 2018

7.15:
===

* Bounty Runes now spawn every 5 minutes
* Bounty Runes now grants gold to each player (40 + 3/min)
* Bounty Runes now fully fills bottles
* Bottles heal rate increased from 80/40 HP/MP to 100/50
 
* Melee Creeps base gold bounty reduced by 2
* Range Creeps base gold bounty reduced by 1
* Range Creeps gold bounty increase per upgrade changed from 1 to 3 (With these changes, the total gold difference on the map at 40 minutes is 2052 less gold)
* Melee Barracks team bounty reduced from 225 to 175
* Ground Courier bounty reduced from 175 to 125 (Flying Courier is still 175)
* Tower denies now remove all gold instead of just half (previously it gave 50/60/70/80 for tier 1/2/3/4 denies)
 
* Agility heroes base strength increased by 1
* Intelligence heroes base intelligence reduced by 2, except for bane (base damage adjusted to remain the same)
 
* Neutral camp stack bounty increased from 20% to 25%
* Ancient HP regen increased from 8 to 12
* Observer Wards restock cooldown reduced from 150 to 135
* Observer Wards cost reduced from 80 to 75
* Enchanted Mango HP regen reduced from 0.7 to 0.6
 
* Roshan Slam damage growth increased from 8 per minute to 10
* Roshan base damage increased from 65 to 75
* Roshan base health increased from 5500 to 6000
 
* Removed a tree to the bottom right of the dire mid lane, near the map ledge
* Minor adjustments to the position of the powerup runes
* Reduced spawn box sizes for a few of Dire neutral spawns
* Removed a tree to the right of the bottom Radiant bounty rune
* Moved the bottom Dire T1 tower slightly down
* Moved the bottom Dire bounty rune slightly to the right
* Moved the bottom Dire shrine location slightly down
* Moved the top Dire T1 slightly to the right
* Slight adjustments to the line of sight and trees to the left of the mid Dire T1
* Ranged creeps now always spawn behind the melee creeps
 
* Captains Mode round time increased from 30 to 35
* Captains Mode second ban phase order changed from 2nd/1st/2nd/1st to 1st/2nd/1st/2nd