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Love is in the air!

Love is in the air!

Celebrate Valentine’s Day with sweet, charming, and downright loveable fun with Nintendo.

Play Nintendo
The Valentine’s Day activities on Play Nintendo are perfect for younger players and their families. Grown-ups will love them, too! You can turn foes into friends with charming printable cards. You know, the kind that are sweet and funny…just like you. <3 You can also take the Meet Your Match quiz to find out which Nintendo character could be your video-game Valentine!

Nintendo eShop on Nintendo 3DS
There’s nothing sweeter than launching an opponent into a Screen KO in the Super Smash Bros. ™ for Nintendo 3DS game! You can find other great Games You’ll Love on Nintendo eShop on Nintendo 3DS™, like Minecraft: New Nintendo 3DS Edition, Pokémon Ultra Sun™ and Pokémon Ultra Moon, and The Legend of Zelda™: Ocarina of Time 3D.

If you and your sweetie are separated by time and/or space, you can relive the good old days with classic games like Kirby’s Dream Land™, Super Mario Bros. ™, or The Legend of Zelda™.

Nintendo Switch News
Spend quality time with your favorite Player Two. Snipperclips™ – Cut it out, together! and LOVERS IN A DANGEROUS SPACETIME are co-op games* for your Nintendo Switch™ that give friends (and “friend” friends) a chance to work together

My Nintendo
My Nintendo is offering a download code for an adorable Super Mario: Pastel Pink Nintendo 3DS HOME Menu theme. You can redeem points up to five times to receive five codes, so you can share them with someone special. Makes a great last-minute Valentine’s Day gift!

*Additional games, systems, and accessories may be required for multiplayer mode. Games, systems, and some accessories sold separately.

Games Rated:

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Google removes 77 percent of Game Dev Tycoon’s positive reviews

In a blog post published today, Game Dev Tycoon developer Patrick Klug pointed out how Google removed 77 percent of positive reviews written by Android players from the Google Play store. 

This is notable for other independent devs planning on releasing their title to Android devices, as Klug notes that this problem isn’t an isolated incident. He traces it to some research that puts the blame on Google’s algorithm for preventing fake reviews. 

Six days after releasing Game Dev Tycoon, Klug reports over two thousand players had rated the game with a 5.0 score. An hour later, 25 percent of those positive 5 star reviews were gone. Since then, 77 percent of positive reviews have been permanently removed. 

“We are not engaging in any dubious practices regarding reviews,” writes Klug. “We don’t incentivize reviews, we don’t buy reviews, we don’t review the game ourselves and we don’t even tell our friends to review it.” The question of “why” remained. 

Klug reached out to Google, who explained that Game Dev Tycoon’s ratings were purposefully removed to align with the company’s Comments and Ratings policy. The policies page provided by Google is split into two parts. One section deals with preventing abuse, and the other acts as a guideline for writing a review (such as “try to include both positives and drawbacks.”).

After reaching out to players and reading their deleted reviews, Klug came to the conclusion that Google must be using the same algorithm to identify fake reviews on both free-to-play games and premium games.

“Google probably invented and tuned the algorithm to remove these kind of fake reviews from free-to-play titles,” he writes. “But for a premium title, where everyone pays 5$ to even be allowed to write a review, this just doesn’t make any sense.” 

He laments how the removal of positive reviews is disrespectful <i>Game Dev Tycoon</i> players. He goes on to criticize Google for being content to remove thousands of reviews, but lacks any safe-guards to pirate sites if one were to search “download Game Dev Tycoon APK for free”. 

Be sure to read the entire blog post here.

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Now Available on Steam – Kingdom Come: Deliverance

Kingdom Come: Deliverance is Now Available on Steam!

Kingdom Come: Deliverance is a story-driven open-world RPG that immerses you in an epic adventure in the Holy Roman Empire. Avenge your parents’ death as you battle invading forces, go on game-changing quests, and make influential choices. Explore majestic castles, deep forests, thriving villages and countless other realistic settings in medieval Bohemia!

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Now Available on Steam – Crossing Souls, 20% off!

Crossing Souls is Now Available on Steam and is 20% off!*

It’s 1986 in California. A group of friends discover a mysterious pink stone that allows to travel between two realms. This gang will live the summer of their lives in an adventure that will get them involved in a government conspiracy. Control five kids with special skills while fighting and solving puzzles.

*Offer ends February 20 at 10AM Pacific Time

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Now Available on Steam – Knockout League – Arcade VR Boxing, 10% off!

Knockout League – Arcade VR Boxing is Now Available on Steam and is 10% off!*

Welcome to the Knockout League, an arcade style boxing game built from the ground up for VR. Its intuitive gameplay involves moving and dodging with your body and 1:1 punch movement that lets you attack how you want. Fight a crazy cast of characters to become the champion of the Knockout League!

*Offer ends February 20 at 10AM Pacific Time

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Tips for building game dev tools and UX from Ubisoft’s David Lightbown

In the metaphorical game development gold rush, there are the devs out hunting for gold, and there are the people making shovels for them.

If you are such a shovel-maker, you know that your task is a sometimes obscure one. Instead of developing software to be used by hundreds of thousands, you’re trying to use precision-engineering to keep your developers in the zone and at their best game-making capabilities. 

Fortunately for you shovel-makers, there’s a champion for you in the halls of Ubisoft (and at GDC). He is, of course, the talented David Lightbown, and lately he’s been talking to the people who developed some of the game industry’s classic tools on Gamasutra.

Back in December, we were lucky enough to be joined by Lightbown for a conversation about the history of the Unreal Engine and the tools that influenced its creation. During our chat (which you can see up above), he also shared some useful thoughts about the work of tool development that we’ve transcribed for you down below. 

Stream Participants:

Bryant Francis, Editor at Gamasutra

David Lightbown, UX Director at Ubisoft Technology Group

Why We Study Game UX History

“I think that understanding the history of game development tools is really helpful as a designer, as a tools developer, to help you understand why certain decisions were made. And to also not try to not repeat those same mistakes.”

Lightbown: I think that knowing the history of something is super important; if you don’t know the history of something you’re doomed to repeat it. I think that understanding the history of game development tools is really helpful as a designer, as a tools developer, to help you understand why certain decisions were made. And to also not try to not repeat those same mistakes.

The reason why I got into this actually is that two of my other favorite books, Blood Sweat, and Pixels and Dealers of Lightning, about the history of Xerox PARC, and again, talking about the history, we’re going back to the 1950-60s, when Xerox PARC was founded, and as some of you may know it was the research facility that came up with the GUI, with Ethernet, and networked printers and all this crazy stuff.

The framebuffer, some of the first computer graphics, editing an image was first done at PARC. And this is the GUI that was famously ripped off, so to speak, by Steve Jobs, then by Bill Gates. So knowing the history of this is super interesting and important, and looking at back at some of the GDC postmortems, just during the past two years, look at some of these amazing classic game postmortems. Deus Ex, Oregon Trail, Seaman, Civilization, Pac-Man, Ms. Pac-Man, Diablo, Rez — and this year, I’m really looking forward to the Bard’s Tale postmortem as well — and I was looking at this and I was saying, “This is really cool, but nobody’s doing one of these postmortems on game tools, that’s never really been done before.”

So that was where the idea came from. And I did one just a couple of months ago, the article’s released on Gamasutra as an interview I did with John Romero about TED, which was the tile editor that he used, which he created, and all the influences that were behind it, and how that led to the editor that was used to do everything from Dangerous Dave to Wolfenstein 3D, and how it was used and the history behind it. If you look it up on the Gamasutra blogs you can see the article there.

So it’s the same thing as trying to retain this history and learn more about it and not making the same mistakes. My next step that I wanted to do was to contact a bunch of other people and see if they wanted to talk about their stuff, and that got me a connection to Tim Sweeney, which is how I was able to sit down with him at GamesCon this year in Cologne, Germany, and talk with him about the origins of UnrealEd 1.0.

Taking Personal Research Into Day Job at Ubisoft

Francis: I’m going to quiz you about your work at Ubisoft for a moment. We were talking earlier about the Ubisoft Assassin’s Creed Origins cinematic tools. I’m curious, you’ve spent all this free time diving into the tool’s history, we’ve looked at these four tools today on Unreal Engine… what, in your work on that specific tool, how have you linked your research with your work? 

Lightbown: You know, it’s funny actually, I can’t really necessarily talk in too much detail, but I can say, if you are going to build a cinematics tool for a game engine, it is, I think, imperative that instead of sitting down and starting to write code right away, that you familiarize yourself with how these problems are solved in other software as much as possible.

So, in the case of a cinematics editor, go and look at Adobe Premiere, go and look at After Effects, any other non-linear editor. Even audio software. Ableton, Sonar, yes, they’re for editing audio files, but the way in which they represent a timeline and how they let you drag and drop your elements and how you manipulate them. There is a consistency in some elements, of how you do that. I think it’s so important to figure out what those consistent elements are, and to try to make your tool resemble those consistent interactions as much as possible, because if someone’s used Premiere or any other non-linear editor, and they open up your tool, they’ll be very familiar with how it works right off the bat.

Especially in my work, one of the things that I spend a lot of time doing is just research, being familiar with the tools that are out there, with their history obviously, but being familiar with how they work, and why they do things the way they do. Just because somebody does something a certain way doesn’t mean that you should, you have to question some of those things sometimes.

“It’s imperative that, instead of sitting down and starting to write code right away, that you familiarize yourself with how these problems are solved in other software as much as possible.”

I kind of think about it as like, natural evolution. There are some species that have evolved a certain way, in a certain environment, and they’ve died off. And the same thing goes with certain types of software and interactions. If many interactions are difficult to use, that software might not have as much success being adopted and used by people, and then it dies off and the ones that have easier interactions are going to survive, and other people are going to look at those and evolve themselves off of those.

So it’s sort of like survival-of-the-fittest, to a certain degree. It’s not necessarily our job to reinvent the way that we use this software. Go out and look at how other people have solved these same problems, spend some time and I think it really saves you time in the long run, because instead of coming up your own idea, look at how other people do it, implement it that way. Your users will find it more familiar and also you’re going to save time, as opposed of designing yourself. You have a great example right there that you can play with an understand how it works.

Developing Tools For Other Cultures

Francis: You were working under the Ubisoft Technology group. You’re working, at least to my understanding, in the middle of a company that has studios around the globe. There are people who speak different languages. I think, as game development gets more global and grows, we’re also dealing with the fact that different languages literally have different ways that words are structured. So as a person who makes tools for other professionals’ use, if those professions come from another language do you have any thoughts about interactions for other languages and cultures, looking towards the future?

Lightbown: That’s a great question. It’s certainly something that I’ve thought about, that I’ve been asked before and I’ve done some research on this. My understand, again it goes back to what you’re familiar with. There was a time when something like Windows was not made to adapt to other cultures. It was made with a specific set of cultures in mind, a specific set of languages. But it was used outside of those cultures, and the people who used it have adapted to it, and it has become what they are familiar with, it has become their “normal,” so to speak.

My understanding is, you can have certain cultures where colors have a different meaning as opposed to what they mean here. But based on the research that I have read, my understand is that, in the context of a computer software application, people understand that this is different, that red, for example, might mean error. They understand that it doesn’t necessarily mean something that is more applicable to their culture.

They are able to separate the two, and they understand that, in this context, these icons and colors mean this, and in my cultural context it’s different. However, there is something to be said about developers understanding those people that is so key. Understand the people using your tools, understand what’s natural to them, and try to adapt your tool to make it familiar to them. It’ll make it all the easier and comfortable to use, they’ll use it more and more, they’ll tell their friends about it, and it can have a snowball effect from there.

For more developer interviews, editor roundtables, and gameplay commentary, be sure to follow the Gamasutra Twitch channel.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Now Available on Steam – DYNASTY WARRIORS 9/真・三國無双8, 10% off!

DYNASTY WARRIORS 9/真・三國無双8 is Now Available on Steam and is 10% off!*

Experience the thrill of one versus thousands in an all new open world setting with DYNASTY WARRIORS 9! Travel through Ancient China depicted on a single, vast, open-world map, master the new State Combo System, and watch the Three Kingdoms story unfold through a cast of 90 playable characters!

*Offer ends February 20 at 10AM Pacific Time

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Video: Building a successful franchise with Civilization VI

Developing a successful follow up for a previous title in a franchise can be be difficult. How does one approach designing for the next game in a series and make sure it’s up to par?  

This is a challenge the team at Firaxis has navigated many times. As they all know, being critical of their work on a previous title so they can better understand how to design for a future title can be difficult. 

In this 2017 GDC session, Firaxis Games’ Ed Beach takes a look at several of the key subsystems in a Civilization game and reviews what design changes were incorporated for each one.

Developers may appreciate that they 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.