Posted on Leave a comment

The Legend of Zelda: Breath of the Wild big winner at DICE Awards

At the 21st DICE Awards in Las Vegas on Thursday night, Nintendo’s The Legend of Zelda: Breath of the Wild won game of the year, in addition to three other awards.

Other notable winners include Cuphead from StudioMDHR which took home three awards, two for Playerunknown’s Battlegrounds from PUBG Corporation, and tow for Horizon: Zero Dawn from Guerrilla Games.

The Academy of Arts and Interactive Sciences, which runs the DICE Summit that happened this week, honored Genyo Takeda, special corporate advisor at Nintendo with a lifetime achievement award.

The full list of award recipients is as follows:

Game of the Year

The Legend of Zelda: Breath of the Wild

  • Publisher: Nintendo
  • Developer: Nintendo

Outstanding Achievement in Game Direction 

The Legend of Zelda: Breath of the Wild

  • Publisher: Nintendo
  • Developer: Nintendo

Outstanding Achievement in Game Design

The Legend of Zelda: Breath of the Wild

  • Publisher: Nintendo
  • Developer: Nintendo

Immersive Reality Technical Achievement

Lone Echo/Echo Arena

  • Publisher: Oculus Studios
  • Developer: Ready At Dawn

Immersive Reality Game of the Year

Lone Echo/Echo Arena

  • Publisher: Oculus Studios
  • Developer: Ready At Dawn

Mobile Game of the Year

Fire Emblem Heroes

  • Publisher: Nintendo
  • Developer: INTELLIGENT SYSTEMS and Nintendo

Handheld Game of the Year

Metroid: Samus Returns

  • Publisher: Nintendo
  • Developer: MercurySteam and Nintendo

D.I.C.E. Sprite Award

Snipperclips

  • Publisher: SFB Games
  • Developer: Nintendo

Outstanding Achievement in Online Gameplay

PLAYERUNKNOWN’S BATTLEGROUNDS

  • Publisher: Bluehole
  • Developer: PUBG Corporation

Strategy/Simulation Game of the Year

Mario + Rabbids Kingdom Battle

  • Publisher: Ubisoft Entertainment
  • Developer: Ubisoft Milan and Ubisoft Paris

Sports Game of the Year

FIFA 18

  • Publisher: Electronic Arts
  • Developer: Electronic Arts

Role-Playing Game of the Year

NierR: Automata

  • Publisher: Square Enix
  • Developer: PlatinumGames

Racing Game of the Year

Mario Kart 8 Deluxe

  • Publisher: Nintendo
  • Developer: Nintendo

Fighting Game of the Year

Injustice 2

  • Publisher: Warner Bros. Interactive Entertainment
  • Developer: NetherRealm Studios

Family Game of the Year

Snipperclips

  • Publisher: Nintendo
  • Developer: SFB Games

Adventure Game of the Year

The Legend of Zelda: Breath of the Wild

  • Publisher: Nintendo
  • Developer: Nintendo

Action Game of the Year

PLAYERUNKNOWN’S BATTLEGROUNDS

  • Publisher: Bluehole
  • Developer: PUBG Corporation

Outstanding Technical Achievement

Horizon Zero Dawn

  • Publisher: Sony Interactive Entertainment
  • Developer: Guerrilla Games

Outstanding Achievement in Story

Horizon Zero Dawn

  • Publisher: Sony Interactive Entertainment
  • Developer: Guerrilla Games

Outstanding Achievement in Sound Design

Super Mario Odyssey

  • Publisher: Nintendo
  • Developer: Nintendo

Outstanding Achievement in Original Music Composition

Cuphead

  • Publisher: StudioMDHR
  • Developer: StudioMDHR

Outstanding Achievement in Character

Hellblade: Senua’s Sacrifice – Senua

  • Publisher: Ninja Theory
  • Developer: Ninja Theory

Outstanding Achievement in Art Direction

Cuphead

  • Publisher: StudioMDHR
  • Developer: StudioMDHR

Outstanding Achievement in Animation

Cuphead

  • Publisher: StudioMDHR
  • Developer: StudioMDHR
Posted on Leave a comment

Discord expands verified server program to eSports teams

Discord announced today that it will be expanding its verified server program to include eSports teams and organizations. 

Verified servers are currently used by groups like game developers and publishers to help foster relationships with its online communities.

Along with relaying information in real-time, perks include custom server branding and a verified badge next to the sever name. 

The newest additions to the verified server program include over “20 eSports teams and organizations, including almost every team from the Overwatch League,” according to a press release. 

It seems the goal is to share with fans official player updates and information, as well as the ability to discuss upcoming matches or answer questions on an official hub.

Posted on Leave a comment

Weekend Deal – Stellaris, 60% Off

A Vulkan-compatible driver for macOS and iOS, MoltenVK, is now available free of charge and open-source. Having invested into its development for more than a year, we have sponsored The Brenwill Workshop to donate MoltenVK for inclusion in the Vulkan graphics ecosystem. We’ve also continued our efforts with LunarG who is today releasing a corresponding update to deliver macOS support to the Vulkan SDK. Also as a result of that work, Dota 2 will be updated in the comings months to target Vulkan on macOS.

It’s been almost four years since we started contributing to Vulkan’s goal of becoming a cross platform solution. With support for Windows, Linux, and Android crossed off the list, this latest set of updates checks off one of the largest remaining targets, giving developers an easy yet robust way to also target their Vulkan-based engines and titles to run on macOS and iOS. By making the code to MoltenVK freely available and open-source, the goal is to enable developers to bring their games to macOS and iOS with minimal evelopment cost.

The LunarG Vulkan SDK is a key component for developers targeting Vulkan by providing tools such as validation layers, shader compilers, and a loader. Now available from LunarG, an updated Vulkan SDK now offers those same tools to developers targeting macOS, enabling them to efficiently develop Vulkan code on the platform.

Additionally, we exercised MoltenVK with real world workloads including Dota 2 and we’re seeing significant performance improvements over running on OpenGL.

We encourage developers to test their engines and titles with MoltenVK and the LunarG SDK and provide feedback. We are committed to making Vulkan a viable option for developers targeting all platforms.

Posted on Leave a comment

Free Multiplayer Weekend – Call of Duty®: WWII, 35% Off

Play Call of Duty®: WWII Multiplayer for free this weekend until Sunday at 1pm Pacific. Get the full game 35% off or the Digital Deluxe for 25% off!*

Call of Duty® returns to its roots with Call of Duty®: WWII – a breathtaking experience that redefines World War II for a new gaming generation. Land in Normandy on D-Day and battle across Europe through iconic locations in history’s most monumental war. Experience classic Call of Duty combat, the bonds of camaraderie, and the unforgiving nature of war against a global power throwing the world into tyranny.

*Discount offers end February 28th at 10AM Pacific Time

Posted on Leave a comment

Now Available on Steam – Orwell: Ignorance is Strength, 10% off!

Orwell: Ignorance is Strength is Now Available on Steam and is 10% off! Save an additional 10% if you own Orwell: Keeping an Eye On You*

Step into the shoes of a government official in a top-secret department of the Orwell surveillance program. Given the power to both uncover and fabricate “the truth”, how far will you go in the service of your country? Season 2 of Orwell, the award-winning surveillance thriller.

*Offer ends March 1 at 8AM Pacific Time

Posted on Leave a comment

How Michael Brough’s passion for ‘cleaning up ideas to get at the heart of them’ beget Cinco Paus

Michael Brough‘s games have always been a little different from the norm.

Focusing on the roguelike genre, he subverts common tropes in ways that are typically unusual but impressive. Some of his biggest hits such as 868-HACK and Imbroglio have gone on to garner numerous award nominations for game design at the IGF.

In each case, what they lack in looks and presentation, they more than make up for with some neat ideas that you just can’t imagine anyone else pulling off with such aplomb.

His latest release, Cinco Paus, is also potentially his most divisive. It’s a mobile game solely available in Portuguese, much to the chagrin of many of its App Store reviewers. However, that’s not the only reason why it’s so interesting.

Like roguelikes of old, Cinco Paus doesn’t explain much. It has you equipping yourself with magical items (five wands), but you have no idea what they do until you start using them. It’s an unusual move for a modern game, one that calls back to classics like Rogue and Castle of the Winds.   

In the course of a recent conversation with Gamasutra Brough opened up a bit bout his approach to game-making and shed some light on why, exactly, he made such interesting design choices while crafting Cinco Paus

Finding inspiration in conversation — and Rogue

“It came from a conversation with Zach Gage [SpellTower, Ridiculous Fishing, Sage Solitaire] about item identification in roguelikes,” starts Brough. “It got me thinking about how this is usually binary (you find an unknown item, then you find out what it does) and how I could construct something more gradual, where you can have partial information about an item’s effects.”

“I get a lot out of cleaning up ideas to get at the heart of them.”

That’s reflected in Cinco Paus‘s design. As a player, you’ll only know whether a wand can inflict extra damage on a particular creature if you zap that creature with it. Otherwise, it’s a mystery of symbols and Portuguese words that won’t make sense to many.

However, Brough points out this isn’t exactly new; it was implemented in the original Rogue in the 1980s. As he points out, “there’s this tendency in games to repeat features out of habit.”

Rogue has become something of a touchstone for Brough, and in delving into his feelings on the game it becomes clear how it influenced his latest project. Much as in Rogue, nothing in Cinco Paus is identifiable at first glance — the player only learns what things are by using them.

“[Not labeling things] adds uncertainty to finding treasure: you don’t just find a new sword with a bigger number on it and so it replaces your old sword,” he explains. “The new one might be worse, it might be cursed and harmful to you, and you don’t know yet so you have to choose whether to stick with the safe-but-weak option or gamble on the unknown.”

Brough seems to appreciate the way this creates tension for players. There’s that constant balancing act of wanting to “use your resources in risky situations when you need them most, but also you want to use them in safe situations where you can most deal with unexpected bad effects.”

The designer also appreciates how this sense of mystery helps players tell themselves an interesting story while playing. “Magic items are mysterious,” he adds. “It’s risky for someone who doesn’t know what they’re doing to try to use them.” 

Building upon earlier design choices

Referencing his earlier work and conversation with Gamasutra about grid layout and size, Brough says he continues to believe that a lot of space “isn’t necessary to create interesting interactions.” In his eyes, it can even get in the way of achieving his aims as a great games designer.

“I’ve been designing these [kinds of games] for a couple of decades,” he adds. “So…I have a lot of intuition for what will work and what won’t.”

“I’ve become very accustomed to not understanding everything around me, and not needing to, but there are others who still need to work through that process.”

And what of the choice to have the game entirely in Portuguese?

“I’m living here and trying to learn the language…on a whim I decided to do some work in the language too,” Brough explains. “The game could have simply had no text at all, but this gives it a bit of local character and gives me an excuse to practice while I’m also working.”

In the past, Brough considered making a game in an invented language, but Cinco Paus “was always going to be either text-free or Portuguese.” He appreciates that using a real language is pretty different from a bespoke one, as it ensures there are plenty of people who can still read it. More interestingly though, as Brough points out, a lot of people get “riled up” by such a seemingly trivial decision.

“Make a game with no text or just symbols and you’ll get praised for the sense of wonderful mystery; make a game in a real language other than English and some people get very upset,” he explains. That’s clear for anyone to see if you consult forum threads or App Store reviews – many players are frustrated by the language choice, and having to work through the process of learning how everything works. 

Pursuing a more non-violent path

And Cinco Paus, like so many roguelikes, is at its core an experience of working through things. Player progression — through a dungeon, through items of power, and through their own understanding of the game’s systems — is a key piece of Rogue‘s design, something Brough says he’s painfully aware of. 

“There are often a lot of progression arcs overlapping each other [in roguelikes],” he explains. “And it’s messy.”

For Brough, it seems much of his game design work comes down to tidying up that mess and polishing up a single facet of a game (usually Rogue) so that it really shines.

“I make these games with killing, but I’m uncomfortable enough with this that I…try to avoid making killing things the main goal.”

“Learning to identify magic items, the progression of collecting more and better items…gaining experience as you kill enemies…going down stairs to levels with stronger enemies but richer treasure…learning new spells…how many of these do we really need?” Brough asks. “I get a lot out of cleaning up ideas to get at the heart of them,” 

At its core, Cinco Paus is a game about finding mysterious items and figuring out how they work by pointing them at something (most often, monstrous enemies) and pulling the trigger. Brough seems uncomfortable about the sort of magical mayhem this often entails; he appreciates the way games are often criticized for their depictions of violence, and calls on fellow developers to “keep asking… [and] challenging these defaults.”

However, as fellow designers may appreciate, “Designing games is hard; you can throw in a lot of interactions but somehow they have to actually work together, so we often end up using crude simplifications to make this process easier,” says Brough. “Rather than a realistic network of different groups with different goals and motivations, maybe we just have two sides: you and the enemy with no common interests.”

For Brough, the convenience of simplified conflict in game design outweighs — but does not eliminate — the discomfort of creating something which sometimes requires players to kill other creatures in order to learn how a given wand works.

“When I’ve tried to go down the more complex path, modeling a rich ecosystem with varied non-violent interactions…it gets messy and complicated and it doesn’t usually get anywhere,” he admits. “So I make these games with killing, but I’m uncomfortable enough with this that I…try to avoid making killing things the main goal.”

Brough’s earlier game Zaga-33

He cites his 2012 game Zaga-33 as “very crude in a lot of ways”, but still to date the work where he’s “best expressed this”. In Zaga, every time the player fights a hostile creature they’re guaranteed to lose at least one hit point without gaining anything like treasure or experience in exchange. Thus, it’s a game which tells players the best way to succeed is to avoid conflict altogether.

Cinco Paus is following that same model,” Brough explains. “But it’s less ideologically pure. Often it’s worth trying to kill something at least to gain information.”

In this fashion, Brough’s latest game asks players to take the video game conceit of “kill enemy to gain experience” quite literally. It’s not the first game to do so, but it may be the most finely-honed examination of the “unidentified item” mechanic in game design to date. The fact that Brough wrote it in a language other than his native tongue, and seems to have no interest in providing translated versions, is just icing on the cake.

“As someone who grew up in a multicultural environment and who has now had the opportunity to travel, I’ve become very accustomed to not understanding everything around me, and not needing to,” adds Brough. “but there are others who still need to work through that process.”

Posted on Leave a comment

Work hard, save money, stay true to vision, says Cuphead dev

At DICE 2018 in Las Vegas today, Maja Moldenhauer, executive producer at Cuphead developer StudioMDHR, gave a high-level talk about making a run-and-gun shooter with no experience, barely any budget, and a whole lot of effort.

In the end, the takeaway was to work hard, maintain and stay focused on a strong vision, and make your money stretch as far as possible.

“We had very little money,” she said. StudioMDHR didn’t have a physical workspace and all worked remotely across different time zones, which was one way to save money. “Our team is most creative working at different times of the day,” Moldenhauer said.

The team used free and cheap tools such as Basecamp, Trello, Skype, email, and Slack. One of the more extravagant purchases was a $300 scanner from Best Buy, which was needed for faster scanning of Cuphead’s hand-drawn art and animation.

“My point here is that we tried to save money anywhere we could,” Moldenhauer said.

Moldenhauer explained how co-founders Chad and Jared Moldenhauer didn’t have any professional experience making games when Cuphead development started, or formal training—they were all self-taught. Maja Moldenhauer already had a college education and was working a well-paid job in finance, but she wasn’t passionate about it.

She said that while this was the decision they wanted to make, work-life balance suffered. “We literally slept, ate, and breathed Cuphead,” said Moldenhauer. From the time development began in earnest on Cuphead until release, Moldenhauer had two children, trying to balance family life with work-from-home life.

She said a turning point was the partnership with Microsoft’s ID@Xbox, which helped push the game through to launch. “We remortgaged our homes at this point,” she said, highlighting just how “all-in” the team was on one single game.

Moldenhauer said the game kept on getting pushed back, year after year, but only because the team didn’t want to cut corners on any aspect of the game. “We never took any shortcuts in the interest of time,” she said. “We spent a lot of time on art for art’s sake.”

It was a Herculean effort in which intense focus over the course of several years finally paid off. The game has gone double-platinum since launching last year. “There is no elevator to success, much less in this industry,” she said.

Posted on Leave a comment

Video: How color defined the visual rules of Shangri-La in Far Cry 4

When Ubisoft Toronto was approached by Ubisoft Montreal to collaborate on Far Cry 4, both studios knew they needed to bring the mythical place of Shangri-La to life in a way that felt unique and consistent with the world of Far Cry. So how did they do it? 

In this 2015 GDC talk, Ubisoft Toronto’s Joshua Cook explains the development process in regards to defining the look of a unique world within a world for Far Cry 4.

Cook also discusses how color can be used to define the visual rules for a world, and how to create an emotionally impactful experience that complements the core experience of the game.

Artists curious to hear how color was utilized in Far Cry 4 can now watch the talk completely free via 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.