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Games Done Quick raises $2.26M for the Prevent Cancer Foundation

Charity speedrunning outfit Games Done Quick has raised a record-breaking $2.26 million for the Prevent Cancer Foundation. 

Awesome Games Done Quick 2018 was the group’s first event of the year, and managed to pull in exactly $2,269,209 from over 32,000 donors. 

The speedrunning showcase ran from January 7 to January 14, and saw a group of volunteers tackle a smorgasbord of titles in super-quick time. 

The dedicated crew managed to finish 154 runs over the course of the week, testing their wits against popular and classic titles including Super Mario Galaxy, Owlboy, Jak and Daxter, Zelda: Breath of the Wild, Skyrim, Mass Effect, Sonic Adventure 2, Metal Gear Solid, and many more. 

The event will return in June for Summer Games Done Quick, so be sure to follow the team on Twitter if you fancy taking part in the future.

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Blog: Combating ‘hoarder syndrome’ in your game

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.


One of the oldest design issues that have plagued RPG-based design has been the “hoarder syndrome,” where players will refuse to use life saving items and instead hoard them for some time in the future. At its worst, hoarder syndrome can make a game worse to play due to the player not using every option open to them.

However, the simple solution of giving the player more may be counter-intuitive to the design or cumbersome depending on the implementation. There is a solution to this problem, but it requires some advanced thinking.

What is Hoarding Syndrome?

Before we get to the solution, let’s quickly go over the problem. Many RPGs and RPG-based games will provide the player with a number of powerful items and options. As a means of balancing them, their actual use is limited over the course of the entire game.

Due to the potential these options bring to the player, they will want to save them for when it is absolutely necessary. The issue comes into play when the player is intentionally making the game harder for themselves at the present to prepare for an unseen problem in the future.

Whenever you place a limit on the player’s options, they will begin to associate a higher weight to those options. While you may think you’re giving the player a variety of means to play through the game, you are conditioning them to use less. No one wants to be playing a game when they realize that they’re all out of the items they need to keep going.

Specifically, rogue-like games and design are meant to challenge the player with resource management. The big difference is that a rogue-like is meant to be replayed, while a lengthy singleplayer campaign is not.

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When the hoarder syndrome goes unchecked, the player can find themselves getting frustrated with the game. Developers all over the industry have been trying to figure out ways around the hoarder syndrome, and I want to talk about some of the basic steps before we get to the big one.

Inflating Options:

The main reason for the hoarder syndrome is scarcity. The more important or vital an item/option is to the player’s success, the easier it should be to acquire them. The player is more willing to experiment with different tactics when there is little long-term harm if they mess up. If the player can lose resources by failing, then it should be very easy to reacquire them through play.

For games that still want the player to have some measure of resource management, you can put a limit on how much of an item the player can have at one time. Many open world games will let the player craft ammo or items, but they can only have so many “available” at one time.

The problem with this method is that it can create busy work for the player and break the flow of the game.

What makes the hoarder syndrome so hard to combat is that it can swing both ways: Either it’s too demanding and punishing, or too easy to ignore. Another solution we have seen lately is the idea of having your cake and eating it too.

Micro and Macro:

The greatest fear when playing a game of resource management is not having an item or resource for a supposed situation in the future. The best solution I’ve found to the hoarder syndrome is to focus on the short-term use of an item or tactic while leaving the long-term application alone.

What that means is that any limitations on item/tactic usage only applies to the immediate situation, but does not impact their utility later in.

One of the earliest examples of this kind of philosophy was the use of regenerating health in action games. This allowed the player to go all in for each fight with the knowledge that they will be able to tackle subsequent battles at full power.

The player is still forced to manage their health during the fight, but it’s not a case of “winning the battle, but losing the war.”

One of my favorite examples of this philosophy was from Dark Souls and the implementation of the estus flask. The estus flask is a renewable health potion that the player gets access to. The caveat is that you only have so many uses before having to refill it at a bonfire, and going back to the bonfire respawns the enemies.

In this way, the player is still forced to manage their health and healing options, but it never becomes a case of permanently running out of healing options or being forced to grind for more. And the last example would be the use of the glory kill system in Doom 2016 to recover health and ammo.

What these examples have in relation is that it keeps the scarcity of the options, but doesn’t punish the player over the long run for using them. The player can still run out of resources or be put into a bad position, but it prevents the downward spiral effect from happening.

Restocking:

The hoarding syndrome is a situation that develops due to the balance and design of a game. If the player is too paranoid to use an item when they need it, then what was the point of having it in the first place?

Even the simple act of saying that an option is unlimited vs. having a huge amount can impact the player’s view of an option. Imagine if the Portal gun had 999 uses instead of just being infinite. There are more creative ways of limiting the player while still allowing them full use of their options.

For you: Can you think of games that took a different approach to combating hoarding?

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Video Game Deep Cuts: Getting Over Desert Golf’s Loot Boxes

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.


[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.

This week’s highlights include how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.

Wow, I think we’re FINALLY mopped up on the ‘best of the year’ round-ups from 2017 – there’s some great leftover niche examples in here, from escape rooms to soundtracks to MMOs – and we’re getting way into the 2018 spirit now.

Go click on all the links, and see you next weekend, folks!
– Simon, curator.]

——————

The Gaming Dynasty That Began In A West London Flat (Harry Rosehill / Londonist)
“Living in a flat in west London in the early seventies, good friends Ian Livingstone and Steve Jackson would while away the long evenings with their favourite hobby; playing board games. It was particularly niche back then, but somehow the two managed to turn their hobby into a million pound business.”

Hellblade and Living with Psychosis | Sidcourse (Leonardo Da Sidci / YouTube – ARTICLE)
“In this episode of the Sidcourse, we take a personal look at Hellblade: Senua’s Sacrifice and living with psychosis. Video games are a unique medium and through it, developers are able to craft experiences that allow players to empathise with different situations. In recent years, it’s been an incredible medium to address the topic of mental health.”

In Search of the First Video Game Commercial (Kate Willaert / Video Game History Foundation – ARTICLE)
“Before Pong there was Odyssey, the first home video game console. When Magnavox released it in the fall of 1972, they encountered a number of obstacles in educating consumers about this brand new technology. Odyssey creator Ralph Baer recounted in his book, Videogames: In The Beginning. [SIMON’S NOTE: another VGHF Writing Fund product – go back VGHF today!]”

How do you do ‘loot boxes’ right? F2P MMO game devs weigh in (Alan Bradley / Gamasutra – ARTICLE)
“As much as recent high-profile stumbles have been monopolizing coverage, there are a huge number of smaller developers that have been doing loot boxes elegantly for a long time, and they often rely on them to keep the lights on and to continue development/support.”

This Year In Videogame Blogging: 2017 (Eric Swain / Critical Distance – ARTICLE)
“Understanding 2017 needed no such effort. The violence against truth, knowledge and wisdom intruded into our lives on a daily basis. We are a site dedicated to spreading what pieces of truth, intelligence and wisdom on the medium of games as we can gather. The powers that be in 2017 seemed to be against those ideals.”

The rise, fall, and rise of MDickie—or, how to be the best worst game developer(Chris Stokel-Walker / Ars Technica – ARTICLE)
“Recently, Mat Dickie boarded a train out of London and came across a kid, face-down in a smartphone game, sitting in Dickie’s ticketed seat. As the furious tapping played out in front of him, Dickie contemplated whether he should hassle this transit gamer or just find an empty spot elsewhere. The solution ultimately revealed itself when the developer got close enough to catch a glimpse of the boy’s screen: Wrestling Revolution 3D.”

Prey & Immersive Sim Design (Ricardo Bare & Raphael Colantonio) (Noclip / YouTube – VIDEO)
“Back in March we sat down with Ricardo Bare & Raphael Colantonio (who has since left Arkane) about the difficulty in designing immersive sims, and the long journey both they and the Prey IP took to get to this point.”

Are arcade shooters really dead? (Matt Suckley / PC Gamer – ARTICLE)
“In June of last year, Housemarque launched an arcade shooter named Nex Machina. After years of Sony exclusives like Resogun, Nex Machina gave PC players their first taste of Housemarque’s style of refined twin-stick shooter since The Reap came out in 1997.”

Designer Interview: The aesthetics of frustration in Getting Over It (Alex Wiltshire / Gamasutra – ARTICLE)
“Foddy’s own experience is illustrative of the continual tussle that plays in the heart of Getting Over Itbetween its willfully infuriating game design and human psychology. It’s a space in which a daunting situation causes you to choke, to fail to perform a move you’ve perfected in any other circumstance, and something Foddy has explored across such previous games as QWOP, CLOP, GIRP and Get On Top.”

OSVOSTOTY 2017: Ryan’s Picks (Ryan Paquet / Original Sound Version – ARTICLE)
“2017 flew by and was a very memorable year for game music, much like 2016! Personally, I am a huge film score fan, and have a deep appreciation for video game soundtracks that feature an orchestral sound. Not surprising my choice for game soundtrack of the year checked that box. [SIMON’S NOTE: all of the ‘Soundtrack Of The Year’ picks at OSV are very interesting.]”

The making of Supreme Commander (Graeme Mason / Eurogamer – ARTICLE)
“I interviewed its designer and coder, Chris Taylor, a few years ago to discuss this trailblazing game [Total Annihilation]; now we’re chatting again, only this time to celebrate Total Annihilation’s spiritual follow-up, Supreme Commander, released just over ten years ago.”

Massively OP’s 2017 Awards Debrief And Annual Recap (Massively Overpowered – ARTICLE)
“As we did in 20142015, and 2016, today I’m going to recap our annual awards and other meta articles from the end of 2017. We gave out 19 formal awards this past year, all in addition to dozens of other recaps, roundups, listicles, predictionsbloopersoddities, polls, provocations, and retrospectives. It was by far our biggest content dump to date, even bigger than last year! [SIMON’S NOTE: As I said on Twitter, Massively OP is super overlooked as an excellent documenter of today’s MMO news and culture.]”

One Player’s 21,000 Hole Quest to Beat the Seemingly Endless ‘Desert Golf’(Patrick Klepek / Waypoint – ARTICLE)
“This week, Luke Yagnow joined an elite club, becoming the second (known) person to beat Desert Golfing, a game not meant to be beaten. After four years of patience, somewhere between 300 and 400 hours of persistence, and help from the designer of the game, Yagnow has finally achieved his goal. There’s no more Desert Golfing to play.”

Devs answer: What were the overlooked gems of 2017? (Alan Bradley / Gamasutra – ARTICLE)
“I reached out to devs in a number of different roles across the industry and asked them what overlooked games from 2017 they’d most like to highlight, and was rewarded with an excellent, diverse list of hidden gems.”

2017 Golden Lock-In Awards (David Spira / Room Escape Artist – ARTICLE)
“We played and reviewed 258 room escapes in 2017. Our escape rate was 96.12%. That’s 10 losses, including one game that appears on this list. We traveled more than 58,000 miles in search of the finest escape rooms in the world.”

Amid a rising tide of games, devs reflect on state of the Switch market (Joel Couture / Gamasutra – ARTICLE)
“With so many positive claims coming from developers, it almost seems foolish for others not to develop for the Switch. However, with a new console comes new software needs, new controller concerns, new companies to deal with, and all kinds of other factors that devs will want to consider.”

“The least-worst idea we had”—The creation of the Age of Empires empire (Richard C Moss / Ars Technica – ARTICLE)
“With a new Age game in development and a “definitive edition” reboot of the original just around the corner—and given our recent foray into the evolution of the entire real-time strategy genre—we thought it’d be interesting to dig into the history of this RTS series. After all, RTS games like Age have introduced millions of impressionable youths to the delights of… well, history.”

Polygon’s 2017 Year in Review: video game essays from designers, authors and critics (Chris Suellentrop / Polygon – ARTICLE)
“For a week, Polygon asked me to bring my fantasy universe to the real one. We’ve invited a few of our favorite game developers, and a few of my favorite game-playing writers, to reflect on the games we played in 2017. Happy New Year! [SIMON’S NOTE: this is a stellar series of articles, so I’m linking them all: Cara Ellison (Dreams) on What Remains of Edith Finch ; Ian Dallas (What Remains of Edith Finch) on Super Mario OdysseyCharles Yu (novelist and Westworld writer) on Universal Paperclips and Subsurface Circular ; Virginia Heffernan (Los Angeles Times columnist) on Everything; Charles Webb (Mafia 3) on Nier: AutomataKen Levine (BioShock) on The Legend of Zelda: Breath of the Wild; Ana Marie Cox (With Friends Like These podcaster) on BioShock Infinite in the Trump eraJacob Solomon (XCOM) on Mario + Rabbids: Kingdom BattleHalley Gross (The Last of Us Part 2) on PlayerUnknown’s Battlegrounds; Steve Gaynor (Gone Home) on Wolfenstein 2: The New ColossusMeg Jayanth (80 Days) on Butterfly Soup and Dream Daddy; Amy Hennig (Uncharted) and Sean Vanaman (Firewatch) on making games in 2017.”]

Star Citizen, I am disappointed (Robert Purchese / Eurogamer – ARTICLE)
“tar Citizen is a bit like an Instagram account: what you see looks amazing but the reality is hollow. As it stands, at major milestone alpha 3.0, Star Citizen does not convince as a game. But as a picture-postcard-maker – as a demonstration of technology – it’s virtually peerless.”

Running a Kickstarter project that’s late (Matej ‘Retro’ Jan / Retronator – ARTICLE)
“It’s been two and a half years since I launched my project Pixel Art Academy on Kickstarter. Anyone that runs a campaign has to set an estimate for delivery of the rewards. I estimated mine for September 2016. It’s 2018 now, and I’m nowhere near done.”

Keiichi Tanaka explores the history behind Nintendo’s now-legendary “MOTHER”(Keiichi Tanaka / Denfaminicogamer – ARTICLE)
“In this column, author Keiichi Tanaka talks with game creators of the 80s and 90s whose excitement and occasional excess helped shape the industry in its adolescence. Episode 5 focuses on Shigesato Itoi, creator of one of the Famicom’s finest RPGs: “MOTHER”. [SIMON’S NOTE: an artful cartoon, even!]”

Classic Tools Retrospective: Tim Sweeney on the first version of the Unreal Editor(David Lightbown / Gamasutra – ARTICLE)
“The first article in this series was an interview with John Romero about TEd, the Tile Editor he created at Id Software, that went on to ship over 30 games. For the second article, I am fortunate to have the opportunity to speak to Tim Sweeney about the first version of the Unreal Editor, or UnrealEd. We spoke at the Unreal booth during the GamesCom 2017 conference in Cologne, Germany.”

The Tired Old Hack Alternative Game Of The Year Awards 2017 (Chris Scullion / Tired Old Hack – ARTICLE)
“Well, 2017 is finally coming to an end, and you know what that means: it’s time for every video game site to give its end-of-year awards. I mean, it would be if most of them hadn’t already posted their awards in early December so they could all enjoy well-deserved Christmas breaks.”

——————

[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to vgdeepcuts@simoncarless.com. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]

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Video: Redefining music in The Witcher 3: Wild Hunt

A great soundtrack should never be overlooked when developing a game, and the score for The Witcher 3: Wild Hunt’s proves just how vital it is in helping to create a compelling narrative. 

In this GDC 2016 session, The Witcher 3: Wild Hunt composers Marcin Przybylowicz and Mikolai Stroinski discuss the soundtrack’s influence on narration and the task of redefining musical standards for The Witcher franchise.

The talk goes over a few challenges Przybylowicz and Stroinski encountered before working, like grabbling with player expectations toward the music in The Witcher 3. They gradually introduce the Slavic folklore in which The Witcher franchise is grounded in, which heavily influenced how the series’ musical style was redefined for the final game. 

Composers interested in learning about the score of The Witcher 3 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.

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Activision’s Transformers games pulled from digital stores

Hasbro’s licensing deal with Activision has expired, causing Transformers: War for Cybertron, Fall of Cybertron and Devastation to be quietly removed from digital marketplaces in December 2017. 

As reported by IGN, Hasbro confirmed that its contract with Activision to publish Transformers games has expired, which may be the reason for the games disappearing. 

Hasbro has not disclosed whether there are plans for future PC and console games based on the Transformers franchise, but multiple mobile games including Forged to Fight are still available. 

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Here are Gamasutra’s predictions about the game industry for 2018

As 2018 gets going, analysts and game developers are consulting the oracles, reading tea leaves and experimenting with time travel in order to try and get a solid handle on what new wonders the year will bring. 

Sadly, since none of those things actually work, we are all left with guesswork and speculation, a wonderful and not-at-all-risky way to try and figure out the future for the game industry. With that in mind, we at Gamasutra decided to dive into the fray with some predictions of our own over on our growing Twitch channel. 

If you’re interested in seeing 3 knuckleheads try to figure out what news they’ll be reporting on in the next few months, you should definitely give it a watch. But you DEFINITELY should watch to see us eat crow for some of our predictions from last year. 

You should give it a watch, and while you’re at it, be sure to follow the Gamasutra Twitch channel for more developer interviews, editor roundtables and gameplay commentary.

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Don’t Miss: The state of game development in Africa

This year could be the one for African game developers to make their mark on the world. Grassroots indie development scenes have sprung up in several African nations over the past decade or so to complement Ubisoft Casablanca’s mobile and handheld Rayman games as well as the modest successes of South Africa’s long-lived but small indie scene. Now indies across the continent — especially in Nigeria, Kenya, Cameroon, Morocco, South Africa, and Ghana — are pushing hard to establish an Africa-wide games industry.

I spoke to several developers from around Africa about the state of development in the region and the challenges they’ve been facing in forming local game industries in their own countries and across the whole continent.

Nigerian studio Maliyo Games co-founder Hugo Obi says that his team has recently shifted from web and Facebook games to Android. He notes that the mobile ecosystem in Africa is balanced very differently to North America. Smartphone ownership is growing rapidly, but it still lags behind feature phones. Most smartphones there are cheap Chinese Android devices that cost less than $50 and have limited processing and storage capacity — barely enough to hold even 10 simple games at a time. And in-app purchases are relatively rare. Instead, developers make money through subscriptions.

“There are telcos where people can actually pay for air time,” explains Obi. “That is not integrated into the in-app component; it’s just the subscription-based model. So you pay for access to the game for a period of time.” Much of the resistance to in-app spending comes from widespread credit card fraud, which has made people in Africa scared to use their credit cards online.

To leverage this model, developers need to put their games on multiple stores — one for every telecommunications operator, plus Google Play alternatives such as the Opera Mobile Store. Meanwhile, Google Play and the App Store are reserved mostly for targeting the international market, and as such, versions posted there tend to utilize in-app purchases.

Monetization isn’t the only challenge in making games for the local market. Much of the difficulty lies in figuring out what the local tastes are. “We don’t have access to data that enables us to make informed decisions,” says Obi. “The dataset is too small for us to categorically say this is the direction to go.” As a result, they’re left guessing.

“We have a strategy-based game,” Obi continues. “We have arcade games. We have scenario-based games. We’re trying to identify if there’s a particular genre that Nigerians are more interested in over others and then focus more on releasing titles in the genre.”

Kenyan studio Black Division Games is also experimenting with mobile games for the African market. The studio’s latest game is an African-themed Flappy Bird-style game called KukuSama, which company founder Andrew Kaggia says has been well received, but they’re better known for last year’s PC and Android first-person shooter Nairobi X. “The idea is basically an alien invasion in the city of Nairobi,” Kaggia explains.

As one of only a handful of African-made 3D games, Nairobi X generated huge buzz and media discussion across the continent. Kaggia hopes to follow it up with similar games set in other African cities. “That’s kind of our long-term idea that we’re planning, so you can have the whole of Africa in one massive game because alien invasions rarely happen in Africa [in popular media].”

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Maliyo Games has had lots of press too, as have Cameroonian newcomers Kiro’o Games and Leti Arts — which has offices in Ghana and Kenya. Besides African media, mainstream Western publications like Fast Company, BBC, and Buzzfeed as well as gaming press like Polygon and Kotaku have all championed these African gaming pioneers that are trying to bring a touch of African culture to video games.

But despite the breathless comparisons to the likes of Rovio and Zynga, none of this press has yet translated into major success — Maliyo’s most popular game has around 50,000 active monthly players, Leti pays the bills with consulting work for non-government organizations, and Kiro’o Games is still working hard on its debut project Aurion: Legacy of the Kori-Odan after a modest crowdfunding success last year.

The biggest African-made success stories so far have in fact been games made with no recognizable African origin — games like Rayman Fiesta Run, Desktop Dungeons, and Broforce. Members of Broforce developer Free Lives describe a South African development scene that is at once similar to and very, very different from what their peers in Kenya and Nigeria are working in.

“As white South Africans, our culture is Western,” says programmer Ruan Rothmann. “It’s not like we have a unique and segregated white South African culture that’s isolated from America or Europe. We watch the same movies, listen to the same music, speak the same language.” Most other South African indies are the same. “South African game development is something like 92 percent white male or something along those lines,” adds studio director Evan Greenwood.

And with 11 official languages coupled with a majority-black population and many of the same problems with mobile monetization, the local indie scene is hesitant to make games aimed squarely at local audiences.

While white South African culture may not match up with the rest of Africa, however, Free Lives have found most of the same pros and cons of building a studio as everyone else in the region. Government funding for games is rare across the whole continent, and in South Africa it’s available only through a loophole that involves tricking the authorities into thinking your game is a film. Educational pathways are improving, but have been poor for a long time. Internet speeds are slow and unreliable, the electricity sometimes gets cut off, and other services have problems too.

But while most game developers in African countries struggle with bad infrastructure, they also benefit from a low cost of living. Rothmann says that minimum wage in the UK is equivalent to a comfortable salary in South Africa, and the seven-strong Free Lives team lives together for the equivalent rent to a two or three bedroom place in San Francisco in what Greenwood describes as a mansion — it has a sauna, jacuzzi, swimming pool, kitchen, a big garden, and space for all of them to live and work “more than comfortably.”

This low cost of living is what allows African-based indies to survive and possibly thrive. Kiro’o Games has had 19 people working full time for the best part of two years on its debut role-playing game Aurion, with funds raised through investment and crowdfunding of around a quarter of a million dollars (money that needs to pay for far more than just salaries). Having a larger team has been critical to the Cameroonian studio chasing founder Olivier Madiba’s dream of a role-playing game with mechanics inspired by Japanese games and manga but a story and art style drawn from African mythology.

Multiple developers interviewed for this story believe that investment in the region from major game publishers would help the local industries grow faster. They argue it would push more people into the field, force governments into action on improving infrastructure and grant support, train more local talent, and show the African public that games are a viable and respectable career — which is a cultural stumbling block that Tawia says pulls some young developers out of the industry. Technology giants such as Google, Amazon, and Microsoft have offices in Africa, so Rothmann suggests that “it might just be a matter of time before a large game studio comes to the same conclusion that it’s a good idea.”

Kaggia and Obi note that even simple partnerships with other developers to exchange ideas and people and to collaborate on projects would go a long way towards both growing the profile of African developers and building a larger talent pool. Tawia is actively campaigning with large mobile studios such as Supercell and Rovio to set up satellite offices in Africa, but he’s found that most big games companies are currently looking at expanding into Asia and don’t even have Africa on their radar.

“Some also said they are willing to support personally, and we should keep them posted on anything we do,” he says. “But the underlying thing is that these big companies are not thinking about Africa yet.”

Former Ubisoft Casablanca designer Yassine Arif has a different perspective on the big games companies investing in Africa. There was no games industry in Morocco when Ubisoft set up shop there in 1998, and now the publisher employs around 60 people in its Casablanca studio. But Arif says there is little else. Most Moroccan developers trained at Ubisoft end up moving overseas. Scant few stay to build their own studios at home. Having Ubisoft around lulls people into a false sense of security about the well-being of Moroccan development.

Arif and Osama Hussein — another former Ubisoft developer — co-founded the Moroccan Game Developers Association in 2012 in a bid to stir up a local indie scene. This year, he thinks, we’ll begin to see the results, with multiple Moroccan indie releases.

It’s still tough there to get things moving. Even with Ubisoft around, the ecosystem for games in Morocco is lacking. “When I was in the Nordic, it was much easier to create a indie game company because you had the ecosystem already, and you had all the people there” says Arif. 

“But in Morocco when I quit Ubisoft I felt that I need to start everything,” he says. “If I want to convince investors — if I want to convince people — I have to explain what is the game industry, what is the opportunity to create the game industry. And things are going well because people believe in it and they like it. But we have to do everything from the start. Not just creating a company but making a communication about game development. Talking about the game industry. Talking about the indie game scene.” Having the Ubisoft connection barely does more than get him in the door.

It’s much the same for developers in other African countries, though after several years of work Tawia says that business and public attitudes are changing. Games are beginning to excite people, especially at the grassroots level. Leti Arts gets over 30 intern applications per quarter without advertising any positions. Tunisian Game Developers association co-founder Houssem Ben Amor says that the Global Game Jam Tunisian chapter had 170 participants last year and an expected 210 this year. Indies are popping up all around the continent to bolster the ranks of African developers.

Everyone consulted for this article stressed that, despite the massive diversity across the continent in terms of language and local customs, success for one African developer is good for all of them. Tawia and Kiro’o Games’ Madiba especially feel the pressure to carry the nascent African games industry into the global market and establish it as a major development region — a feat they hope to accomplish with Leti’s upcoming flagship title Africa’s Legends, which is in the fundraising phase now, and Kiro’o’s Aurion.

Africa has a rich history and mythology and a vibrant melting pot of cultures, but this rarely makes it into the games space (or popular film or music, for that matter) — and when it does the portrayal tends to be negative (like the black zombies in Resident Evil 5 or the noble savages of Far Cry 3). African game developers hold a deep-rooted and shared belief — honed by frustration with these negative portrayals of Africa as poverty stricken and primitive — that they can change video games and in the process recast black people in entertainment media.

They dream of African heroes and mythical beings getting embraced by people around the world — whatever their ethnicity — in the same way they’ve embraced the likes of Thor and Amaterasu. Tawia, Obi, Kaggia, Madiba, and many other African developers are all convinced that people around the world will connect with a good game that has African themes and influences. They’ve bet their lives and careers on it, and they’re sure that not only will the first such game come soon but that in the next decade Africa will rise to become a major player in global game development.

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Horizon Zero Dawn and PUBG among top 2018 D.I.C.E. Award noms

The Academy of Interactive Arts & Sciences has named the 68 games that have been nominated for awards in the 21st annual D.I.C.E. Awards event. 

This year, Horizon Zero Dawn leads the nominees with 10 nominations across multiple award categories including Outstanding Achievement in Animation, Outstanding Achievement in Art Direction, and Outstanding Achievement in Original Music Composition.

Following just behind, The Legend of Zelda: Breath of the Wild has received 6 nominations this year while Hellblade: Senua’s Sacrifice, Uncharted: The Lost Legacy, and Cuphead are all tied for third with 5 nominations each. 

Other notable titles up for more than one award include Gorogoa, PlayerUnknown’s Battlegrounds, and Super Mario Odyssey.

AIAS members are expected to start the voting process today and will reveal the official list of this year’s winners at the event itself in Las Vegas on February 22.

The full list of all 24 award categories and nominees for each can be found on the AIAS website, while a select few categories can be found below. 

Game of the Year

  • Cuphead (StudioMDHR)
  • Horizon Zero Dawn (Guerrilla Games)
  • PlayerUnknown’s Battlegrounds (PUBG Corp.)
  • Super Mario Odyssey (Nintendo)
  • The Legend of Zelda: Breath of the Wild (Nintendo)

Mobile Game of the Year

  • Cat Quest (The Gentlebros)
  • Fire Emblem Heroes (Intelligent Systems)
  • Gorogoa (Jason Roberts, Buried Signal)
  • Monument Valley 2 (ustwo games)
  • Splitter Critters (RAC7 Games)

Immersive Reality Game of the Year

  • Lone Echo/Echo Arena (Ready At Dawn)
  • Psychonauts in the Rhombus of Ruin (Double Fine Productions)
  • Robo Recall (Epic Games
  • Space Pirate Trainer (I-Illusions)
  • Wilson’s Heart (Twisted Pixel Games, LLC)

Outstanding Achievement in Game Design

  • Gorogoa (Jason Roberts, Buried Signal)
  • Horizon Zero Dawn (Guerrilla Games)
  • PlayerUnknown’s Battlegrounds (PUBG Corp.)
  • Super Mario Odyssey (Nintendo)
  • The Legend of Zelda: Breath of the Wild (Nintendo)

Outstanding Technical Achievement

  • Assassin’s Creed Origins (Ubisoft Entertainment)
  • Hellblade: Senua’s Sacrifice (Ninja Theory)
  • Horizon Zero Dawn (Guerrilla Games)
  • Lone Echo/Echo Arena (Ready At Dawn)
  • The Legend of Zelda: Breath of the Wild (Nintendo)

Immersive Reality Technical Achievement

  • Lone Echo/Echo Arena (Ready At Dawn)
  • Robo Recall (Epic Games)
  • Star Trek Bridge Crew (Red Storm Entertainment)
  • The Invisible Hours (Tequila Works)
  • Wilson’s Heart (Twisted Pixel Games, LLC)

D.I.C.E. Sprite Award

  • Everything (David OReilly)
  • Gorogoa (Jason Roberts, Buried Signal)
  • Night in the Woods (Infinite Fall)
  • Pyre (Supergiant Games)
  • Snipperclips (SFB Games)
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Get a job: Jam City is hiring a Unity Developer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Culver City, California

Requirements:

  • 4-6+ years programming experience
  • At least 2 years of working with Unity in C#
  • A history of developing software architecture and a history of shipping commercially successful products.
  • Loves to work with lean teams in a collaborative environment!
  • Demonstrated knowledge of several of the following platforms, with specific programming experience of more than one: iOS, Android, or browser-based games.

Nice to Have: 

  • C++, ActionScript 3/Flash, Python  Adobe AIR, Starling, Feathers, Flex.
  • Familiarity with git.

Responsibilities:  

  • Help lead the design and development of our next multi-platform game interfacing with company stakeholders throughout the project duration.
  • Play a substantial role in day-to-day coding, participating in performance profiling, optimization and general troubleshooting as necessary.
  • Participate with the rest of the engineering organization providing valuable input on the company’s long-term engineering roadmap and helping identify areas of opportunity for improvement.
  • Participate in prototyping meetings to provide technical perspective

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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ESA rebukes U.S. President’s ‘shithole countries’ comment

The Entertainment Software Association has issued a statement in response to what the New York Times reports as President Trump’s description of Haiti and some African nations as “shithole countries.” 

The ESA, which sees itself as the voice of the US video game industry and counts many major game companies among its members, rebuked the President’s comments via Twitter, stating that the language used was ‘repulsive’ and undermines the fundamental values of the United States.

This isn’t the first time the ESA has spoken up in response to decisions or comments made by the current United States leadership.

The organization notably (and to the dismay of some developers) voiced its support for the GOP’s tax reform plan before it was signed into law late last year.

Before that, the Association warned the White House to “express caution” with last year’s selective travel ban, cautioning that the plan could have a negative effect on the U.S. video game industry and the economy. 

This latest statement, however, takes a noticeably stronger stance on this latest issue.