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Infinity Ward is setting up shop in Poland with new studio

Infinity Ward has announced that it is opening up a new studio located in Krakow, Poland.

The Call of Duty developer says the new branch, aptly named Infinity Ward Poland, will focus primarily on research and development while also working closely with the developer’s Los Angeles team.

“We’re thrilled to announce the expansion of our development capabilities with the opening of Infinity Ward Poland,” said Infinity Ward studio head Dave Stohl. “We’re building a world-class R&D studio that will tap into the creative local game development culture and talent in Poland.”

The announcement comes the same year that a number of Activision Blizzard-owned developers were hit with layoffs, including Infinity Ward who lost 20 team members following the launch of Call of Duty: Infinite Warfare

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Best of 2017: Between a rock and a ‘Harada’ place: The massive Tekken interview

Katsuhiro Harada has been making Tekken games for a long, long time. He had been the series producer since its inception in 1994, so if anyone has perspective on the series and its place in the pantheon of fighting games, it’s him. Frankly, he’s one of the better people to speak to about the history of fighting games as a business, period. 

Tekken has always done its own thing, as a series. It was one of the first major 3D fighting games. It’s one of the first to feature extensive story, and each version adds crazy extras, from RPG modes, to extensive character creators, to simpler crowd-pleasing elements like the super slo-mo.

As Tekken 7: Fated Retribution continues the expansion of the series, Harada wants to make sure everyone knows the series has not only never gone away, it’s also the best-selling fighting game series in the world, no matter what anyone else may think. 

In this extended interview, we discuss how Tekken is always arcade first, how the series made preparations for input lag beginning with the shift to LCD screens, and how to please both competitive and casual players simultaneously.

Many people see this kind of history through their own filter of preconceptions and are unable to correctly understand the situation.

One of Tekken’s strong points is that it mostly unaffected by the boom in fighting games (it obviously benefited to some extent, but what happened after that is more important). Many fighting games disappeared after the 90’s and early 2000, or they went into hiatus.

Even Street Fighter had a 10-year absence in between 3 and 4, but many people have forgotten this. However, during that time, we were methodically growing the franchise. In the 23-year history of the franchise, we started at a certain point to analyze the economic potential of the fighting game genre. As many titles disappeared or took a break, or even left the arcade scene, Tekken was consistently released first in arcades, and then on consoles.

As a result, Tekken has sold almost 46 million copies worldwide on console to date, making it the top seller in its genre. If you include the number of arcade boards and income from the arcade, the franchise takes an even larger lead over its competitors.

In the ‘90s, that wasn’t yet the case and we were still chasing the fighting games that came before us. Games that sell well in the US tend to give the appearance that the title is a hit worldwide. Tekken sells the most in Europe, with sales in the US coming in second (however, US sales are the largest of a single country). Tekken also does well in Oceania and Asia, so it sells quite evenly around the globe.

“We realized the audience was quite segmented. There were the hardcore players who liked the competitive elements, but also a very casual audience as well. Some people were only interested in the story.”

More than 20 years ago, when there were already strong fighting game titles like Street Fighter, King of Fighters, and Virtua Fighter, my boss (along with upper management) often asked when we would catch up, and even surpass these rivals (in terms of sales). I said to them that it wouldn’t be easy and would probably take 10 years, but that if we planned in a way that didn’t rely on the popularity of the genre itself, that we would eventually come out on top.

Their answer was for me to continue until we win, or until the franchise ceases to be economically viable. I naturally felt quite a bit of pressure when told this. During the boom in fighting games, many different companies created many different fighting games, but the majority of them disappeared. It was clear they wanted to make pure fighting games.

At the time, we also wanted to make a pure fighting game, and did our best to catch up with and surpass rivals like Street Fighter and Virtua Fighter. We strived to create a solid fighter that was extremely balanced and geared towards competitive play. But partway through, we realized something. Who exactly was supporting the genre, or more specifically, Tekken.

We realized the audience was quite segmented. There were the hardcore players who liked the competitive elements, but also a very casual audience as well. Some people were only interested in the story. Not everyone was trying to be the top player, but there was a group of fans that valued the competitiveness of the title. One common trait was that many players weren’t motivated to be the best, only to beat a friend, or a specific opponent at that time.

Trying to create a fighting game that satisfied all of these player groups doesn’t sound quite possible. However, Tekken was said to be a game you could win by button-mashing, but other players said the controls required a lot of skill. It was also said that the strategy element is not that deep by some, but others said that if you want to win a tournament that you need a lot of knowledge about the strategy, and also a lot of play experience. So, it was quite interesting how conflicting these views of the game were.

“We still fight to overcome the shadow of Street Fighter, the legendary game that started the genre. And also fight to surpass the specter of Virtua Fighter, another legendary series with many fans who love it.”

You still might hear these key words, and they still seem quite contradicting. However, this was evidence that we could appeal to the many different groups we were trying to reach. We also spent a lot of development resources on long CG opening movie sequences, Story Modes, or other bonus features – things you didn’t exactly expect from a fighting game.

More than 20 years after the fighting game boom of the ‘90s, what was the result? We weren’t really affected by the fighting game boom, or the revival after that. We didn’t really have a set image or evaluation of what the series is, and as a result of trying to appeal to a wide audience, we stand in the position we’re in today. I think that having the series disappear or fade out is the ultimate betrayal to the fans.

We didn’t make our game because the genre was popular, or there was a revival. We decided more than 20 years ago that we wanted to create a game that is relevant, and that can maintain its relevance with its fan-base, so that’s why we chased our rivals and worked so hard for so long. That is what Tekken is about.

We are always challenging ourselves. Not only in the number of copies sold or other financial records, but other objective data will attest that we have attained the top position in the genre, but data doesn’t necessarily overwrite the recollection or perception of people (even when many people see the numbers and still refuse to acknowledge this fact out of personal emotions… I have seen this often). 

We realized this soon after we gained the top share according to sales figures. Some people never change their opinion no matter how much data you show them. That’s why we still fight to overcome the shadow of Street Fighter, the legendary game that started the genre. And also fight to surpass the specter of Virtua Fighter, another legendary series with many fans who love it.

That said, we don’t really care about finding a niche to fit into, or to stay comfortably in a certain categorization. That’s why we are challengers, and will be fighting against the legacy of these titles for years to come.

At least to the core group of players who have enjoyed fighting games for a long time, eSports is merely a recent buzzword that encompasses what they have been enjoying for a long time. It is a convenient word to help explain to people who aren’t familiar with this aspect, so many of the community have adopted it. The competitive community has been holding their own tournaments for many years.

“The competitive community has been holding their own tournaments for many years. What has changed is that the age of streaming has arrived, and there is now a bigger viewing audience. So, now there are sponsors and companies who want to tap into this audience.”

What has changed is that the age of streaming has arrived, and there is now a bigger viewing audience. So, now there are sponsors and companies who want to tap into this audience. And there are now pro-gamers as a result. This is evidence that video games have gained a certain social status, and I am glad to see this. 

In addition to the game itself, merchandising, movies, manga, and other media, it is great to see games creating a new market. (The fact that someone can make a living streaming or commentating is pretty cool!) As such, I would like Tekken to contribute to this scene. Not just as fan service to our audience, but also because I believe it is a good way to make fighting games exciting.

That said, it is just another way to enjoy fighting games. No matter if the game is popular with the hardcore who participate in eSports, the scene will not sustainable if the game itself doesn’t sell, and we will see a similar situation to what I mentioned about the end of the boom in the fighting game genre above.

While eSports is an important element, it isn’t the only one we are focusing on with Tekken. We will continue to develop a title that appeals to a wide audience, across the globe. This is one of several elements of the franchise that we will focus on, and we want to definitely increase the enjoyment of spectator for our title.

It is indeed quite difficult to please fans of a different genre, especially if the main objective is to please both groups of fans of a crossover title. On that point, it differs quite a bit depending on what you are trying to achieve with the particular crossover. With Tekken, the goal is not really to get fans of another series to pick up Tekken. It may sound surprising, but it isn’t realistic to expect to directly pull in fans who are currently playing a rival fighting game, and even so, there is a limit to the number of players you could obtain, so that isn’t really the main purpose. 

“The goal of crossovers is not really to get fans of another series to pick up Tekken. It may sound surprising, but it isn’t realistic to expect to directly pull in fans who are currently playing a rival fighting game.”

The actual promotional and awareness benefits are different. With crossovers, a lot of media may be interested in covering the content, and a lot of buzz can be created on social media, which can reach quite a large audience. Collaborations like these can create a lot of discussion then it is then able to reach different age groups and different segments of gamers. This causes people to become interested in your game. 

When we announced Akuma, and Geese [for Tekken 7], these topics were really trending on social media. One reason we are able to stay relevant for over 20 years is because we adapt and arrange our methods with the times so that we can continue to provide our games to the fans who enjoy them. Crossovers are one way to achieve this.

This doesn’t necessarily apply to all companies or crossovers, though. In a lot of collaboration titles, the title will conform to one of the established titles. For example, a collaboration character implemented into a 2D fighting game becomes a standard 2D fighting character. However, the case is a little different for Akuma from Street Fighter in Tekken (and Geese from KOF when he comes out). 

In Tekken, which is a 3D fighter; a 2D fighter will control and feel a lot like they do in their native game while existing in the 3D fighting platform. A 2D character isn’t automatically turned into a 3D fighting character, nor is the game changed into something new. The 2D fighting game character exists within the 3D fighting system, but with several interpretations made for these two to co-exist. This is something you don’t see often, so it surprised many people. 

Another important thing to a crossover is that we show a lot of respect to the original creators of the guest character, and the community of that fighting game franchise. We don’t borrow any character models or assets, but create our own from scratch, trying our best to faithfully recreate that character, but also add a slight Tekken flavor to the mix, in an effort to excite the community and hopefully have them say “X character in Tekken looks so hype!”

Fighting games weren’t born in the age of online play, but offline in arcades. As such, it’s a fact that there are some things that aren’t ideal. Even without online play, there was a time when the shift to LCD monitors caused more lag. Even though recently this has been somewhat addressed, many people are still playing on these old monitors. Media storage has greatly increased along with the amount of data for a game as well, even though the speed at which the data is read hasn’t drastically improved. 

Compared to 20 years ago, input device architecture is more complex, and VS. fighting-harnesses have been replaced by Ethernet cables along with internet routers, and hubs have also been added to the chain. Game engines have enabled beautiful graphics and highly detailed environments but these advancements require more processing resources. This is the current reality, and will continue to be so. 

That’s why 10 years ago, we started to gradually change the base game. For example, in the ‘90s many fighting games had moves that were about 3 to 4 frames, which is quite fast. Early on, Tekken had some 8 frame moves, but these were later discarded, and the fastest move is now 10 frames. For a game in which the moves are 5 frames, it is more greatly affected by the lag induced from network, graphic rendering, and monitors. So, rather than judging lag by a set number, you really have to consider the game system and move properties in relation to this set number of frames of lag to really get a sense of the game itself. 

“Network infrastructure is quite different from country to country, as are the input devices and monitors that people use. I would like to tailor the game even more to absorb lag, but the tempo of the game is just as important.”

However, a lot of people don’t realize this and become obsessed with a fixed number in itself. This is why Tekken started to get rid of the 8 frame moves 10 years ago, along with making other adjustments to the game system so that the architecture is less impaired by lag, as it couldn’t be helped. 

Of course, I won’t say that this solves everything. Network infrastructure is quite different from country to country, as are the input devices and monitors that people use. I would like to tailor the game even more to absorb lag, but the tempo of the game is just as important. I wish there was a system that could achieve both objectives, but you can’t change time so there is no choice but to continue to reevaluate the game system.

Even light, which is the fastest thing we recognize around us, can only travel the globe 7 and a half times in a second. So, if a person in Tokyo is playing someone in Brazil, even light would take 1/15 of a second (4 frames) to reach its destination, and the same amount to return. Even light experiences lag, of course these are just theoretical numbers, but consider that optical cables aren’t nearly this fast. There are many access points, hubs, and modems in between, and with packet loss, the speed is even slower. This is the real world that we live in. It is greatly different than when we were a few inches apart, with CRT monitors and arcade boards directly connected, like in the arcades. 

It is amazing that a business/game model born in such a different environment is continuing to adapt and keep-up with the times. I think many games/genres will need to be fundamentally reevaluated to match the current generation eventually. Tekken 7 was actually the first fighting game in the arcade industry to have network battles between different locations. It was quite successful, but the game system had to be adjusted to make this possible. Several game producers have knocked on our door to ask how we did it, but were not surprised to learn that we had to make changes to the base game system.

Up until recently, it was enough for two players and the people watching behind them to feel the strategy executed in the game. Now, there are a lot more people watching a particular match with the introduction of streaming. This is why we focused on adding visual cues to let spectators know “this is a strategic turning point” or “something spectacular is happening now!” This is also the objective of the addition of Rage Arts, Rage Drive, and the super slow-motion effects. This was heavily influenced by how people are currently enjoying games and viewing games.

“Even if you acknowledge that a person’s perception may be quite different depending on their race or country of origin, and you try to address any and all critiques, while also trying not to infringe on others’ IP, you end up with either very run-of-the-mill items, or something that is unique and strange, but not familiar to everyone.”

We are quite happy that people are enjoying these elements as it was quite difficult to achieve this. For the customization element, there were a lot of problems to overcome to get to this point. It is not as simple as it may seem.

Even if you acknowledge that a person’s perception may be quite different depending on their race or country of origin, and you try to address any and all critiques, while also trying not to infringe on others’ IP, you end up with either very run-of-the-mill items, or something that is unique and strange, but not familiar to everyone.

Depending on the costume or items presented, it might turn out to be something that has historical meaning and is offending in some country. There are quite a few cases in which we have deleted customization items for this very reason. Face paint is another item that adds a lot of freedom for creativity, but we had to delete some of these as well before release. In Japan, face paint is used quite often in festivals and other cultural events, but we were told some of these were highly likely to be offensive in some countries, and we had to give up on these items.

In Tekken Tag Tournament 2 for WiiU, there was a feature that allowed the player to take something they drew and apply it as a texture, but we also received many complaints about this after release. Even though it was the player who created something offensive to somebody, we received complaints that it was the game that allowed them to do so. We took steps to make it so this feature wasn’t shown online, but there were still complaints, so the feature was scrapped later. In recent years, it is quite difficult to try something new with customization because of the increase of these types of complaints.

“Globalization is great. The internet has eliminated borders, and the difference in people’s values have become clear. However, if so much is eliminated because of possible concerns, I feel like the individual (or individual country, or culture) identity will become homogenized.”

Fans often say ‘the people who are complaining haven’t even bought the game, so don’t worry about it,” but it isn’t that simple. Even if the fans and I don’t listen to them, these complaints can cause wider issues, so they can’t be simply ignored. And compared to past development, today’s video game development requires highly detailed textures, and the physics components also weigh heavily on the game engine, so it is resource intensive, even though the risks like those mentioned above are high. It is an issue that always gives me a headache.

Globalization is great. The internet has eliminated borders, and the difference in people’s values have become clear. However, if so much is eliminated because of possible concerns, I feel like the individual (or individual country, or culture) identity will become homogenized. Perhaps everyone around the world should just wear T-shirts and jeans. The shirts should be white, with nothing on it, or on the jeans either. If there is a design, it could offend someone somewhere, right? I have become quite tired of trying to avoid causing potential offense issues. 

Sometimes I think, “Uh oh, the designer has now made a customization item of sushi, which you can attach to a character’s back…and other types of food on the character’s head.” Perhaps in the near future, someone will complain this is treating food wastefully. But it’s just virtual food, anyway… It’s just polygons. Not even plastic or anything. This is the feeling I get these days. I do feel motivated to find new ideas to overcome this problem. Probably the current system has reached its limits.

I had wanted to implement that from Tekken 5 in 2005. The spectators can experience the same feeling at the same time as those playing, and feel the excitement. I had seen many scenes like that at tournaments in the past, in which the audience becomes very excited. Before a move hits, the game program predicts beforehand, and if the situation is that both characters are trading blows, the game goes into slow motion. However, at that time, both spectators and players still don’t know the outcome, so everyone is tense waiting to see what happens. It is very exciting, and in hindsight was a great addition to the game. 

The fine-tuning was done by the young designers on our team. I just gave them the order that it should be in real-time, and not a slow-motion replay, and that the game should return to normal speed if it doesn’t hit, or if it doesn’t result in a K.O.

“I always go to arcades and watch people play my games. You can see how their body reacts, their facial expressions. “

Tekken has continued to release in the arcades. This means we don’t just wait to see videos of people playing our game to see what they think, we can actually go and watch them play the game when we want to. You can see how their body reacts, their facial expressions. Not just for Tekken 7, I always go and watch people play my games.

Tekken 7 is the same case, and there are even more tournaments around the world this time, so I have even more chances to see this directly. If there were a lot of issues with the game, the game’s popularity in arcades wouldn’t be so high, this applies to the game’s popularity on consoles also, so it’s safe to say it is doing well. 

However, there are a few bugs that we have never seen before until we see the game being played by the public. Sometimes, an unintended element of the game goes unnoticed, and players might even get upset if we change it after the fact. But these aspects of game development aren’t unique to only me, it’s something that probably everyone in this industry experiences. 

“We always try to keep this in mind when working on Tekken; before it is a fighting game, it is a character-based action game.”

I thought it was a necessary element of Tekken, which is why we were one of the first to include 3D pre-rendered CG movies in our game in the ending movies along with long opening cinematic sequences. We also early on used real-time rendered story sequences. eSports and serious VS. fighting are quite important.

But in reality, even though it is a VS. fighting game, the majority of our audience are casual players who aren’t trying to be the best in the world, but are satisfied to beat a certain rival, perhaps just the friend next to them. 

We always try to keep this in mind when working on Tekken; before it is a fighting game, it is a character-based action game. The story isn’t all that crazy or convoluted, if you take a look, you’ll see it is all just about 3 generations of Mishimas trying to kill each other, with everyone else just being pulled into this fight.

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Autodesk is discontinuing its Stingray game dev engine

Autodesk is backing away from its Stingray game development engine and will halt its sale on January 7, 2018.

This means that, one week into the new year, game developers will be unable to purchase or renew subscriptions for Stingray, though current subscribers will be able to use the software until their plan expires.

In a post detailing the coming closure, Autodesk explains that its customers seem to be flocking toward Unreal and Unity as game development standards and, as such, believes that its own efforts would be better spent trying to work closely with those two engines than trying to compete and develop its own alternative.

For now, the change means that Stingray will no longer be developed, updated, or sold as a standalone engine, though the 1.9 version software will be still included with Maya LT subscriptions for the foreseeable future.

The move comes also roughly five months after the company discounted its suite of game middleware products. At the time, Scaleform, Beast, HumanIk, and Navigation were all shut down in a similar manner. Additionally, the announcement falls less than a month after Autodesk laid off roughly 13 percent of its workforce to facilitate its shift toward a purely subscription-based software model. 

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Attend GDC 2018 to see how Moss’ endearing mouse protagonist was made

The Game Developers Conference in San Francisco next March is going to be jam-packed with fascinating content, including a great presentation from the makers of Moss about how they animated the game’s charming mouse protagonist Quill.

In his Design track talk on “Animating Quill: Creating an Emotional Experience,” Polyarc animation director Richard Lico will demonstrate how VR breaks the 4th wall, elevating Quill beyond a simple player avatar.

He’ll detail the methods he uses to create honest performances, which in turn elevate the emotional bond between Quill and the player. Lastly, he will demonstrate the unique, efficient workflow and tools used to create animation in the world of Moss. This talk, at its core, is about the animation direction driving this strong, emotional response to Quill.

You’ll want to be there, because attendees will learn how best to leverage VR in their performances, and what pitfalls to avoid. They will learn how to draw emotion from players outside the confines of a linear narrative. Lastly, they will gain insight into the animation pillars, workflow, tools and tricks used to build Moss!

Plus, we have lots more GDC 2018 announcements to make in the coming months. For more information about GDC 2018 visit the show’s official website, and subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Q& A: Designing Flutter VR, a game unapolegetically made for women

Flutter VR, the latest offering from Dunedin, NZ-based Runaway Play, is a virtual reality game for Google’s Daydream platform that promises to be “unapologetically made for women.”

The game sees players peacefully exploring the Amazon rainforest as a researcher, and making friends with Barbara the Capybara (missed opportunity to call her Capybarbara). Runaway Play is also run by women and has nearly achieved gender parity on its staff.

I sat down with managing director Zoe Hobson, and creative director Emma Johansson, to chat with them about what making a game for women means these days; in short, it means focusing less on gender stereotypes and more on making a game for the busy lives led by young and middle-aged women.

We also discussed the New Zealand gaming scene and how a recent political sea change there might affect the fortunes of NZ game dev.

Cross: Emma, in your press release you say that “Flutter VR is unapologetically a game made for women.” Despite the gloominess of our age and the nastiness of some sectors of the tech community, I think it’s safe to say we’re living in a renaissance of games about/by/for women. In that context, what does “unapologetically” mean now; what separates Flutter VR from other games–even just in the VR space?

Hobson: We agree that it’s so positive to see the narrative changing around games for women. However we also think it’s still important to recognize that we have not yet come far enough. Even in the launch of this game we have received a small number of complaints about the fact that it’s been made for women.

And so we must reiterate that we are not apologizing for creating something for an audience demographic that is both growing globally, but is also a huge part of our mobile gaming community (80 players of our other three mobile games’ players are women).

Johansson: In terms of “unapologetic” we also mean that this game has been created very deliberately for women, right from every design decision. It hasn’t just had a female character slapped into a game at the last minute.

We designed the gameplay sessions to be 20 minutes long, perfect for our busy female demographic at the end of a day. We designed the story narrative based around the value of creating time for yourself – something we know many women struggle with, and countless blog articles rave about. We designed the game experience to be relaxing, calming and peaceful – something we know from our other games that our audience really cherishes in a gaming experience. It’s unapologetic because we are proud to be doing this.

What separates Flutter VR from other games is the way that we approached it.

Cross: In the same press release Emma said, “It’s all too easy for us as developers to design for the world we are accustomed to living in, in the way we are used to experiencing it.” That’s a design philosophy that should be embroidered on the tea towels at every gaming studio! But what does that look like in Flutter VR? As we all know, gender is not the only place a “comfort zone” might exist in the world of design.

“It is our belief that great game products can be created and grown while maintaining good work life balance, and that overtime should be very rare.”

Flutter VR‘s setting and conceit–exploration of the Amazon–keys into some rather old, and some might say troubling, colonial narratives about European exploration (the safari, etc.) Clearly you’re going in a different direction; this is a game about a scientist who is peacefully interacting with and studying nature, not exploiting it. But were there other things you did to decenter what you knew, or what you thought you knew about places like the Amazon rainforest?

In short, how do you pay attention to issues of race/nationality as well as gender?

Johansson: In terms of our design philosophy, we have done our best to decenter ourselves in our approach to the game.  For inspiration we sought input on the Amazon from a number of diverse sources including children’s literature, documentaries, blogs, brochures, conservation and commercial websites, books, historic accounts, local and indigenous stories, as well as current research.

One particular source that we loved was a recent Conservation International video called Under the Canopy, which presents the Amazon visually in 360 degree video and is narrated by an indigenous guide. This may seem extensive, but we’re convinced that each source was valuable in helping us step beyond our established gaming perspective.

When choosing mechanics during prototyping, we were user testing constantly to see not only what WE thought worked and would make an enjoyable experience, but what our potential players thought worked. Quite often we found that our “great ideas” didn’t work how we had imagined in practice, and other ideas came from our players’ reactions to mechanics. We also tested with people of multiple ethnicities, gamers/non gamers and in an age range of 18 to 65, to try and see our game from multiple viewpoints.

In the beginning of the project when we defined the target audience we started with 25-40 year old women, passive “non-gamers”, first-time VR users. We also added targets of creating the game for:

  • People with anxiety who need a reliable place to feel calm and safe.
  • Single parents who need a space to relax and chill by themselves.
  • Using the game as a tool for people who wanted to feel closer to nature when they could not actively do this themselves.
  • Nonthreatening introduction to VR for everyone.

This influenced our design decisions. For example we decided to enable the player to change their view by clicking on the sides of the controller so that players with limited motion could feel like they had a full movement control within the game. This led us to work alongside Southern Rehab, to test our game with patients with very limited mobility so that we could consider accessibility issues.

In terms of our approach to the Amazon rainforest itself as a setting for the game, the narrative and content was heavily driven by our researcher, Jonas. The way we approach our games, since they are all based on nature, is to begin with scientific research and available first-hand accounts, and then build the narrative on-top of this. This approach helps us stay true to our content, tempers our individual perspectives, and more often than not delivers surprises and personal connections to players.

One of our key design pillars was to illustrate the meaningful interaction with nature. Especially in relation to the Capybara friendship. You have to work to respect its space before building a friendship and becoming close with it.

In terms of the player character’s race, we wanted to keep this ambiguous. Our character is from New Zealand, which means she’s coming to the Amazon from an outside perspective, like much of our audience, but she could be a multitude of ethnicities.

In the first-person view of VR, you are the character so you can’t see the form of yourself at all. We did decide to depict her in the journal however, as we felt this was impersonal enough to push players to consider her perspective through the writing, without stepping on their individual sense of self.

In the journal there are scattered hints about her relationship and sexuality. She’s a lesbian, but we didn’t want it to be the defining thing about her.

Cross: It’s a season of change in New Zealand, it seems. There’s a happy symmetry between [newly elected Prime Minister] Jacinda Ardern’s ascent and Runaway Play’s all-women leadership and near gender parity on staff. Are you hopeful that the incoming government will take NZ’s gaming scene more seriously? What role do you want to play in improving the gamedev scene for the whole of New Zealand?.

Hobson: While there aren’t any dedicated games funds in NZ, several studios get government R&D support and the new government has expressed interested in talking with the NZ Game Developers Association about further industry support.

The new government has a proposed 10 year plan in development for the screen and film industry, and the NZGDA would love to see games included in this (both myself and Lisa from Runaway sit on the NZGDA board). Jacinda Ardern has visited game development schools like Media Design School, and the new Minister of Broadcasting and Digital Media Clare Curran has visited game studios like Rocketwerkz.

So yes, we are hopeful that the new government will recognize the value of the NZ gaming scene as it moves forward with new legislation.

In terms of the role that Runaway wants to play in improving the game dev scene, first and foremost we want to look after our current staff by providing an excellent environment to work in. We want to have happy, healthy staff, avoiding the far-too-common industry “crunch” and burnout. It is our belief that great game products can be created and grown while maintaining good work life balance, and that overtime should be very rare.

We’ve been having good conversations with other studios in NZ about studio culture–and a lot of knowledge sharing with other studios in NZ – it’s a really great collaborative atmosphere. We are all more likely to help each other grow than compete against each other, which is something I really love about our industry overall.

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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Microsoft is bundling Battlegrounds with the Xbox One X

Microsoft has announced that it will be bundling PlayerUnknown’s Battlegrounds with new Xbox One X consoles sold between December 17 and the end of 2017.

The move is the closest thing the Xbox One X has seen to a holiday discount this year, with the combined console and game coming in at the One X’s standard $499 price tag. Given the popularity of Battlegrounds as well, it’s likely this will help fuel the competition between the One X and PlayStation 4 Pro analysts expect to see during the current holiday season.

Meanwhile, the promotion comes just days after Battlegrounds made its console debut on the Xbox One through the platform’s early access-like Xbox Game Preview program. Within 48 hours of its December 12 release, Microsoft says PUBG surpassed 1 million players on the Xbox One alone.

While players don’t necessarily equate to sales, it is worth noting that the PC release of PlayerUnknown’s Battlegrounds reached 1 million sold just over two weeks after its first launch and has since skyrocketed to over 20 million sold in less than a year.

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Video: Capy Games’ Super Time Force and the paradox of time travel

Super Time Force features a central mechanic where players can manipulate time and create iterations of themselves in order to complete challenges. But what does it have to say about quantum entanglement? 

In this 2014 GDC session Capy Games’ technical director Kenneth Yeung discusses the game design difficulties of time manipulation in Super Time Force, and how the team tackled the issue using science.

Yeung delves into the challenges of making a complicated, paradox-filled mess feel simple and fun, while providing the cons of time travel as a mechanic. How do designers avoid nullifying any challenge if players know what happens in the future?

Developers interested in learning about how the time travel paradox was solved (in games) can now go back and watch the talk completely free via the official GDC Vault YouTube channel!

In addition to this presentation, the GDC Vault and 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, GDC Europe, and GDC Next 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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Ubisoft tech UX director David Lightbown explores the history of Unreal Engine

The Unreal Engine editor is one of the longest-running toolsets in game development history. From 1995 until today, it’s been many a game developer’s way in to the weird world of making games, and it’s set a standard that other tool developers have learned from until now. 

Today on the Gamasutra Twitch channel, we were lucky enough to be joined by Ubisoft Technology Group UX director David Lightbown, who’s become something of an informal historian of game engines and the programmers who created them. After interviewing John Carmack a few months back, Lightbown talked to Epic co-founder Tim Sweeney about the history of the original Unreal Engine, and joined us to dig into several older coding tools that informed the engine’s design. 

You can (and definitely should) watch the conversation up above if you’re making tools for your fellow game developers, but in case you’re still on the clock and working on those tools right now, here’s a few quick takeaways from our chat with Lightbown. 

Unreal is the product of several decades of improving coding tools

While we only spent a few minutes in Unreal proper, much of our time with Lightbown was spent popping open older coding tools and examining how older UX advances helped define what would become Epic’s flagship business. Lightbown pointed out that the auto-compiler of Turbo Pascal, the ability to play builds in Epic’s ZZT editor, and the double-clicking and drag-and-drop functions of Visual Basic, all inform how modern-day Unreal developers make games. 

As we noted during the stream, it was worth revisiting these tools because it’s sometimes shocking that as recently as 2 decades ago, basic workflow functions that impact how we organize game files and mechancics just didn’t exist, and it took specialized design work to bring them to life. 

Stop reinventing the wheel

Before diving into the different tools, Lightbown pontificated on the need to study history so UX designers aren’t doomed to repeat it. In his words, there are a lot of ‘solved problems’ for developers building proprietary tools that are sometimes buried in older software. Since users often have software behaviors they’ve been building for years with other programs, it’s important for tool designers to take note of those behaviors so they don’t accidentally demand they learn something new when they don’t need to. 

Don’t build one big tool when smaller specific ones will do

At one point toward the end of our chat, a questioner from the stream queried Lightbown about how tools impact user creativity. What followed was a discussion about how sometimes it’s tempting for tool creators to solve user problems by building 1 “do everything” tool when in reality, several more specific tools would do better. 

For example, Lightbown talked about how Microsoft Word users sometimes complain they can’t add more cells to a grid chart in that program…at which point, instead of trying to make a fix, he’d suggest they boot up Microsoft Excel, which is designed for grid charts. Lightbown conjured the image of a nightmare program called “Microsoft WordExcelPowerpoint,” and after pausing for laughs, pointed out that some tools in game development fall into that exact trap, which developers should endeavor to avoid. 

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

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Minecraft was the reason the Mirai botnet was created

 “These kids are super smart, but they didn’t do anything high level—they just had a good idea. It’s the most successful IoT botnet we’ve ever seen—and a sign that computer crime isn’t just about desktops anymore.”

– FBI supervisory special agent Bill Walton on the creators of the Mirai botnet.

Wired recently published a piece interviewing several people who were involved in analyzing and investigating the biggest cyber security breach of 2016, caused by three college-aged individuals who were looking to gain an advantage in Minecraft by creating the Mirai botnet malware.

FBI supervisory special agent Bill Walton describes how the trio didn’t intend to create this sort of chaos. “Mirai was originally developed to help them corner the Minecraft market, but then they realized what a powerful tool they built,” he explains. “Then it just became a challenge for them to make it as large as possible.”

The creators of Mirai targeted French Internet provider OVH because it offered Minecraft DDoS mitigation tools and certain servers. “Why are these Minecraft servers getting hit so often?” FBI special agent Elliott Peterson remembers asking. 

“The digital arms race in DDoS is inexorably linked to Minecraft,”  says FBI special agent Doug Klein. “You look at the servers—those guys are making huge money, so it’s in my benefit to knock your server offline and steal your customers. The vast majority of these Minecraft servers are being run by kids—you don’t necessarily have the astute business judgment in the quote-unquote ‘executives’ running these servers.”

The piece also dives into how investigators tracked down the main culprit behind Mirai, as well as highlighting other servers and companies the malware infected during its reign. 

Check out the full piece available at Wired.