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Report: Marvel Heroes dev Gazillion shuts down, lays off entire workforce

It seems that Marvel Heroes developer Gazillion has been shuttered, with all employees being let go on the day before Thanksgiving. 

Comments from employees on social media appear to confirm the news, as does an internal email (picked up by PCGamesN) from Gazillion CEO David von Dorman. 

Worse still, multiple Gazillion staffers have reported that those affected aren’t even being paid severance or PTO (paid time off). 

The studio hit rough waters earlier this week when the Disney-owned Marvel severed ties with the company, and confirmed that Marvel Heroes would be laid to rest. 

“We regret to inform our Marvel Heroes fans that we have ended our relationship with Gazillion Entertainment, and that the Marvel Heroes games will be shut down,” Marvel explained in an email sent to Kotaku. 

“We would like to sincerely thank the players who joined the Marvel Heroes community, and will provide any further updates as they become available.”

The game was originally due to shut down in December, but will now be winding down on Friday as a result of the extensive layoffs. We’ve reached out to Gazillion for comment.

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Portraying migrants’ struggles via cellphones in Bury Me, My Love

“The vast majority of migrants have smartphones. For them, that’s crucial. It’s a way to get info on their journey, but more importantly, it’s their only way to connect with their families and friends. So, we felt the best way to tell the story we wanted to tell efficiently was to mimic the device they use and the way they use it.” says Florent Maurin, producer and designer at The Pixel Hunt, developers of Bury Me, My Love.

Bury Me, My Love has players following the journey of their wife, Nour, as she works her way from Syria to Europe. However, players act as the husband, Majd, only able to know whatever parts of the journey Nour chooses to text back to him. Players can try to offer advice, support, and guidance to her via text, but otherwise, all they can do is hope and wait.

This play style was designed to mimic that sense of helplessness many immigrant families feel as their loved one leave for another country. It captures those long silences where you don’t know where they are or if they’re safe. The sense of never being sure if they’re telling you everything. Of wondering if this message will be the last.

“Even through Bury Me, My Love is a fiction, we wanted it to feel real. Lots of migrants take huge risks to try to get a better life, and lots of relatives spend days waiting, not knowing how things are going to turn out. Yet, when we (as Europeans) hear about migrants on the news, they’re often depicted as a faceless lump, some kind of horde that gathers at our borders. This is scary, and I think that’s part of the reason why hostility towards migrants has been on the rise in the last couple years.” says Maurin.

Bury Me, My Love is a simple reminder: migrants are human beings, with people who care and worry for them. It’s a game about love, really.”

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“It all started with an article in Lemonde.fr, which was called ‘The Story of a Syrian migrant as told by her Whatsapp conversation‘. This piece really moved me, because it felt both very familiar (the use of WhatsApp, the emojis, the jokes…) and completely alien (the young woman in the article was risking her life).” says Maurin.

Bury Me, My Love was inspired by the real-world journey of a Syrian immigrant that had been captured in her Whatsapp conversations. While the banter between the two was immediately familiar in its comfort, intimacy, and humor, its subject matter was still foreign to Maurin. It took the terrifying travel from Syria to Germany, with all of its fearful moments and times things could have gone horribly wrong, and deeply personalized them. This was someone undertaking a journey that could have gone wrong in so many ways, and the messages from someone far away who could do nothing to help them but talk.

It was a powerful thing for Maurin to read, and something he felt others needed to see, and perhaps experience, for themselves. This would lead to the text-based play of Bury Me, My Love, where players can only communicate with a loved one through messages.

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Maurin wanted to make the game’s messages and moments feel right, which can be a challenge for situations that feel foreign to the developer. It would be much more effective if, in seeking to really bring up feelings of helplessness in the player while on a journey fueled by hope, to learn what it felt like for someone who had gone through it.

“So, I got in touch with Lucie Soullier, the journalist at Le Monde who had written the piece, and I told her I thought her work would be an incredible basis for a game. She put me in touch with the Syrian woman, who was then settling in in Germany, and they both agreed to be our editorial advisors on the project. Once I knew they were on board I got pretty confident we’d be able to write a story as believable as possible.” says Maurin.

On top of speaking with the woman from the article, Maurin and his colleagues did research on migrants’ stories, watching interviews and reading articles to get a feel for what the journey was like, and the frightening events many met while on the road to what they hoped would be a new home.

“We gathered documentation during a 6 month period, read hundreds of articles, watched documentaries, interviewed people… Yet, when we started writing, we weren’t sure of ourselves. We really didn’t want to be over-the-top. We felt that those stories were powerful enough, so we did not need to ‘Hollywood-ize’ them.”

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This didn’t mean The Pixel Hunt got everything right on the first try. “Dana, the Syrian woman who consulted with us on the game, read our texts… and she often was strong with her comments. For instance, we had written a scene where Nour meets a smuggler on a beach before leaving to Greece… ‘It’s not frightening enough’, Dana told us. ‘The smugglers I met had guns. They were mean. They made us walk for two hours, in pitch darkness, with no light and no idea where we were going. Your scene looks like a joyride in comparison’. So… we rewrote this moment, and many others!” says Maurin.

Through their research and consulting with someone who had actually gone through this harrowing journey, Maurin and his team created an experience that would feel close to the real thing, conveying all of the fear and hope that mingles together in it.

Despite being able to consult with the person who had actually made the journey from Syria to Germany, Maurin did not put the player in control of the person travelling in Bury Me, My Love. Instead, the player is the family member who must helplessly watch the journey through their texts, hoping and praying for the next message to come through.

“From the start, it was obvious to me that the player would be put in the position of being the one that stays rather than the one that goes.” says Maurin. “I guess it’s because I did want to be very careful not to disrespect the game’s topic. If we had put the player in the position of a migrant, I fear we would have ended up with an awkward, over-simplistic depiction of this incredibly complex journey. A ‘Press A to stay alive’ kind of thing.”

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Something about making simple gameplay decisions to balance money, or choosing the correct path in a visual novel-style adventure, would cheapen the experience for Maurin. It would be too much like making survival into a game to play, which wouldn’t convey the emotional reality of all the decisions, fears, and hopes that go into it. Instead, it made far more sense to have the player be on the other end, feeling that helplessness as they tried to keep track of a loved one they couldn’t control.

“Pretty much all of the game is about this: accepting you’re not in control. Coming to terms with the fact that sometimes you are unable to help the ones you love. You wish you were, of course, but you just are not.” says Maurin.

“This really is something any game design teacher would advise against. In ‘classic’ video games, the pleasure and the fun often arise from the player’s capacity to make the best possible decisions to beat the rules system. But in order to be able to do that, players have to get clear information on their choice’s consequences. We do not provide them in our game. We don’t even display how much money Nour has left, for instance. Because this would have felt too much like a game, and not enough like reality. We made a game that is unfair, a game that takes control away from you, but we made it because we wanted to talk about a situation which is that way, too.” he continues.

Reality is unfair, which runs counter to how many games must feel in order for players to be able to work through them. Bury Me, My Love is designed to capture how unfair things are, though – how unfair it is to watch a loved one go through difficult times when you can do nothing to help them. When a person has to undergo terrifying times just to find a safe place to live. These are unfair parts of life, and for Bury Me, My Love to effectively convey them, it, too, had to be unfair.

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“When you play as Majd, there’s so much you’re not aware of that, even though it might seem unfair, you can easily understand that nothing really is your fault. You have next to no control over the course of the events. Even Nour is hiding things from you because she cares about you and doesn’t want to burden you with the challenges she faces. I guess helplessness is a feeling that isn’t often explored in video games, and that’s what struck us most about the stories of migrants we gathered. So, that’s what we wanted to talk about.” says Maurin.

Majd only gets to know whatever Nour tells him about the journey. He only knows what she chooses to text him. There is nothing players can do to help in this position, save for send some words of support or suggestions on what she do next. Beyond that, she will do whatever she wants, and all players can do is wait, in pseudo-real time, for that next message to arrive to tell them she’s ok.

Or have that message never, ever arrive.

For that to work, Maurin worked to ensure the players felt a connection with the couple and their journey, exploring their intimacy through the joking, loving, and heart-wrenching messages they send to one another.

“There’s something immediately intimate in texting someone. You really can express yourself, your concerns, your worries… in ways that are often more direct than if you had the very same person in front of you. I really like this type of game because of how simple they are, yet how nuanced in revealing your characters they allow you to be.” says Maurin.

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Texting allowed a great deal of the characters and their connections to come through, which is something Maurin and his co-writer worked on a great deal throughout development. “I wrote about 20% of the text, and the game’s main writer, Pierre Corbinais, wrote the rest. I hired him because I had loved his previous works, especially his ability to write extremely believable dialogues.” says Maurin.

“I think that to be able to really worry for a fictional character, you have to really love them first. I created a frame for Nour and Majd as characters, but I left him to flesh them out the way he pleased. And quickly, reading Pierre’s passages, I fell in love with Nour (he told me he loves her too), and then I knew seeing her going through troubled times would be hard.” he continues.

Part of this connection with the couple came from drawing from their ordinary life and dealings with loved ones, drawing on the tiny, warm moments with their own loved ones. “I tried to be consistent with this in my part of the writing. We both put little details of our personal lives into those two characters. The auto-correct typos that happen in the game are, in fact, derived from real discussions between Pierre and his significant other. The fate of Majd’s dad is inspired by how I lost mine. The jokes Nour tells children she vaccinates in the camp in Nizip are the actual jokes Dana told her sister when she was 8.” says Maurin.

“I think that those small details are precious, because the reader feels that they are real, and so they develop a bond with the characters that is close to a relationship with a real person. And when something bad happens to that person, well… of course, it’s troubling.”

Once they got the player to care for Nour through intimacy through texts, and through the believability of her journey, they could create the gulfs where no messages would be coming through. They had taught the player to care for her through an attention to detail for her journey, for the frightening realities she would meet, through the unfair helplessness of watching her from afar, and from the small, connecting touches from their own lives.

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And now, all you could do was wait, and hope, that she would come through all right.

“We felt compelled to have this feature in the game, because the stories we read during our documentation phase were unanimous. It’s the waiting that’s hard. It’s not knowing what the ones you love are going through. So, if we really wanted to have players feel a fraction of what migrants’ relatives feel, we had to incorporate those moments of waiting in the game.” says Maurin.

So the player must wait in Bury Me, My Love, all while hoping their loved one is all right, truly feeling those gaps in the conversation with the character they care for. Through that, they can feel a fraction of what an immigrant goes through, getting a sense of the fear and hope and helplessness that mingles in those travels. And hopefully, they will feel a little something more for the people making these journeys every day.

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Video: Rob Pardo breaks down Blizzard’s design philosophies circa 2010

Blizzard Entertainment has become one of the titans of the game industry. 

Devs curious to learn more about how that happened might like to look back at the presentation former Blizzard exec Rob Pardo gave at GDC 2010, in which he retread an internal presentation to show fellow devs some of the key philosophies that were driving the company.

It was an interesting presentation that included both high-level maxims (“Gameplay first!”) and practical examples of how those maxims have shaped Blizzard’s games — and the successes and failures the company encountered along the way. 

It’s a talk that’s hard to find nowadays, but thanks to the power of the Internet you can now watch it completely free via the official GDC Vault YouTube channel!

In addition to this presentation, the GDC Vault and its new 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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Weekly Jobs Roundup: Blizzard, Heart Machine, and Insomniac Games are hiring now

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

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

Here are just some of the many, many positions being advertised right now.

Location: San Diego, California

The Bartlet Jones Supernatural Detective Agency is looking for a Lead Artist to provide leadership and hands-on art creation to an unannounced Unreal Engine based game. The role will work closely with the Creative Director, Art Director, Animators and Tech Artists to bring 3D characters and props to life in the game.

Location: Austin, Texas

Aspyr Media is hiring Software Engineers with experience in Android native C++ development to expand its triple-A development team. The studio is looking for generalist capable engineers who are interested in working on a wide variety of challenges.

Location: Irvine, California

The World of Warcraft user interface team is looking for a UI engineer with the talent to create good UI but with the creativity and passion to make great UI. Blizzard is looking for collaborative, passionate engineers to identify and solve challenges within an existing yet constantly evolving code base.

Location: Los Angeles, California

Heart Machine is seeking a level designer with amble spacial reasoning skills, a strong sense of storytelling and pacing, and an artistic eye for great compositions to join its team in developing an ambitious project from the ground up.

Location: Burbank, California

Insomniac Games is looking for a Lead Facial Animator who would be responsible for leading a team of face animators and/or technical animators in establishing, maintaining, and continuously increasing the quality of facial animations of both in-game and cinematic animation excellence on game productions.

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FCC makes move to repeal net neutrality protections

Under chairman Ajit Pai, the Federal Communication Commission has released its ‘Restoring Internet Freedom‘ proposal which, if passed, would eliminate most of the protections that prevent internet service providers from throttling or otherwise controlling access to certain websites, online games, or services.

Introduced in 2015, those Obama-era protections imposed utility-like restrictions on ISPs that aimed to maintain an open internet by preventing companies from slowing or prioritizing web traffic.

Pai’s 200-page proposal would eliminate all but one of those net neutrality protections in a bid to stop the federal government from “micromanaging the internet.” The proposal goes to a vote on December 14.

However many are concerned that, without the rules in place, ISPs could theoretically lock access to certain websites or online games behind an additional paywall, as Business Insider points out is the case already in Portugal,

In a statement given to The Verge, Pai explains that the lone remaining rule would “simply require internet service providers to be transparent about their practices so that consumers can buy the service plan that’s best for them and entrepreneurs and other small businesses can have the technical information they need to innovate.”

From there, the FCC would give the Federal Trade Commission additional oversight to then “protect consumers” from “unfair, deceptive, and anticompetitive practices” that may crop up in the absence of regulation.

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Don’t Miss: Do we always have to strive for ‘realism’?

In this reprint from the January 2010 issue of Game Developer magazine, Damion Schubert contends that the pursuit of realism can sometimes lead to pretty unrealistic experiences. One can ask the makers of The Polar Express, the animated Christmas film released just in time for Thanksgiving in 2004. Despite huge investments, a big-named director, and Tom Hanks providing the voice and mocap animation for several roles, the film struggled at the box office, getting swamped by another animated film, The Incredibles, released five days prior. Around this time, the concept of the Uncanny Valley entered the public mind.

The Uncanny Valley is a theory that most game artists (especially modelers and animators) are well aware of now, but it wasn’t always the case. Around the same time The Incredibles was trouncing Polar Express in the box office, too many art directors believed real games made for gamers had to chase photorealism in order to be successful. World of Warcraft eschewed all of that for a cartoony appearance, and in doing so blew past all the competition and expectations. Three years later, Team Fortress 2 would do the same for a shooter market that had previously obsessed over realism to an insane degree.

Realism is a choice, both for artists and for designers — but it can also be also a trap, and one that is perilously easy to fall into. In art, chasing realism is expensive — technology can provide incredibly lifelike visuals now, but it’s also increasingly expensive and time-consuming to generate that content, and the end result is a screenshot that looks not all that different from competitors who are also chasing realism as an end goal. But realism isn’t just a pitfall for artists — game designers also flirt with realism as a source of inspiration for their game mechanics, often with staggering implications to their game designs.

The unwary designer can get into trouble by trying to follow realism too closely. Making a scene look realistic doesn’t necessarily make it look more beautiful, fantastic, or intriguing. Similarly for designers, a game mechanic that is realistic doesn’t necessarily make the game fun.

A common way that this makes itself evident inside our game designs is the rise of sandbox games. Once a mechanic largely limited to strict simulations, the success of Grand Theft Auto has resulted in game designers trying to shoehorn sandbox design principles on almost every genre of gaming. In sandboxes, players are free to go anywhere and tackle content in almost any order, rather than be drawn along a linear game path with unreachable areas blocked off by unrealistic obstacles or invisible walls. True, it’s more realistic, but it’s also more expensive to build and test that world.

And even if it weren’t, sandbox gameplay may fight with other tenets of the design. For example, most players get confused and overwhelmed when told to find their own fun, and systems need to be devised to lead them to interesting activities. Compelling narratives are harder to tell, because designers lose control of the order and flow. Sometimes issues are more insidious: Burnout: Paradise‘s open world structure made it difficult for players to attempt to do the same race or challenge twice in a row, as many racing game players want.

Are sandboxes inherently bad? No — some of the finest games in the world are sandboxes. But injecting this level of realism into a game has very direct repercussions on the cost and design of the game that the designers must be mindful of.

In the early days of Everquest, it was not uncommon to stumble upon another player in the wild who was throwing himself off a short cliff over and over again while spewing gibberish indecipherable to passers-by. Use-based advancement was to blame: While most of Everquest‘s advancement model was centered around a classic level-based advancement system, the non-combat skills like “Language” and “Safe Fall” advanced as the character performed in-game actions. Thus, our mysterious cliff diving tonguespeaker was someone whose character was, ostensibly, learning new trades.

The ironic thing, of course, is that these use-based systems are designed to be realistic — practice making perfect, and all. Some players and designers are bothered by the idea that you can learn how to speak Orcish by killing kobolds until you gain a level. A learning-by-doing system makes perfect sense to them.

But in practice, learning-by-doing falls into sort of an uncanny design of game mechanics. Efficient advancement in a use-based system often nudges people to perform odd gameplay that is frequently repetitive as well as not particularly fun. Rather than feeling natural and elegant, the game mechanic feels unnatural and contrived, and worse, draws attention to itself in the process. Learning Orcish by killing kobolds may not be terribly realistic, but at least at no point is the player being asked to do something he didn’t want to do anyway.

There’s a lot to like about Gotham Central. The DC comic was a police procedural set in Gotham city, and tried to describe what it was like to be a detective and have to clean up after Batman and Joker slugging it out amongst the rooftops. The comic ran for 40 issues, earning meager sales but strong critical praise. Those who loved it often cited the series’ gritty realism. Which is interesting, given the series still hinges on a man who fights crime dressed as a bat.

A lot of times, people think they want realism when what they really crave is internal consistency within a given universe. Gotham Central feels a lot like what happens if you merge the classic Dark Knight with gritty TV cop fare like The Shield. The goal is to make the rest of Gotham as real as possible, and the end result is a world where Batman is still amazing and mysterious, without becoming silly or ludicrous. He feels possible — even though he’s not.

Immersion is the goal. The player should be drawn into your worlds and experiences. Realism is good when it supports immersion, and bad when it gets into the way. For example, most single roomed buildings in games are huge, often with 18 foot ceilings. It’s not realistic, but the player rarely notices. On the other hand, he always notices when, in a small room, the camera moves in too close to see or do anything.

Jumping is an interesting place where realism and gaming diverge. Most games that have jumping allow ludicrously high jumps — often a character can leap 6 feet high from a dead stop, because it feels right (see Inner Product November 2009). But recently, some action games — such as Gears of War — have been experimenting with not allowing jumping, since jumping around like a jackrabbit in heat isn’t particularly realistic. For the most part, these experiments have been successful — until the player finds an obstacle that he can’t jump but could in real life. Even worse, he could clear it by five feet in a game that allows jumping. The obstacle feels unrealistic, and worse, noticeably so. It’s a problem because it breaks immersion.

To some degree, the realism we are bound to is determined not by real life, but by our forerunners. Hit points linger as a concept because most games teach us that you usually hit what you swing at, but fights shouldn’t be over instantly. When an NPC tells you to “hurry,” he doesn’t mean it unless a timer appears on your screen. Rocket launchers aren’t just great weapons, they’re also solid ways to propel yourself up to a hard-to-reach ledge. But it’s not just games — most gun effects in shooters sound more like they do in the movies than they do in real life, because the theatre is where most players learn what automatic gunfire sounds like.

In all these cases, following unrealistic conventions can make the games feel better than taking a more realistic approach that breaks player expectations. Worse, breaking convention can make the game feel less realistic, even though it is more so.

Designers make concessions to realism all the time, of course. In the real world, it only takes one bullet from an assault rifle to kill a man. Building a breast plate from raw iron doesn’t happen in less than 10 seconds. If you get brought near death by the jet of a flamethrower, you aren’t likely to be hopping back into battle after a couple of first aid kits. This is before we get to the inherent fantasy of the worlds we build: worlds full of dragons, gangsters, or battle cruisers. And lest we cut out the mundane — short of The Sims, no games require your characters take bathroom breaks.

But realism can enrich a game as well. An MMO that has crafting can have a much more realistic economy than one that doesn’t, even if the mechanics of crafting aren’t realistic. An assassin that trades in poisons feels more real, even if game balance requires that poison be a minor damage over time effect instead of being immediately lethal. Bouts of Madden that end with scores like 30–27 feel more real, even if it takes five minute quarters to keep the scoring that low.

At the end of the day, players play games escape the real world, so designers shouldn’t be such a slave to it. Players are hoping to live a fantasy provided by the game designer. Good games make those fantasies as immersive as possible, but they don’t always do that by making them realistic. Sometimes, too much realism gets in the way.

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Microsoft facing lawsuit over alleged HoloLens patent infringement

Microsoft is facing a patent infringement lawsuit over the technology used in its mixed reality headset HoloLens.

According to Engadget, the Connecticut-based company HoloTouch has come forward, alleging that the HoloLens’ imaging tech infringes on two of its own decade-old patents. HoloTouch also says it reached out to Microsoft about a possible partnership as early as 2006 without response.

The company again reached out in 2015 and 2016 to discuss a licensing agreement for its own patents, something Microsoft reviewed and declined at the time.

The court documents detailing the suit say that Microsoft filed a patent for the tech used in the HoloLens in 2013, citing HoloTouch’s patents as “prior art”, something that the suit says is evidence that Microsoft was aware of patents it is now accused of infringing on.

One of the allegedly infringed patents covers everything from holographic image generation to specifics of projecting and interacting with holographic input devices such as keyboards. Across both patents, HoloTouch says Microsoft has willfully infringed on 13 claims overall. 

As a result, HoloTouch is seeking a jury trial in hopes of being awarded damages from Microsoft for the alleged infringement, though no amount was given in the initial filing documents. 

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Steam Autumn Sale 2017 – The Steam Awards is Back!

The Steam Autumn Sale 2017 starts now, with great deals across the Steam catalog throughout Black Friday and Cyber Monday*. Come back every day to see new featured titles, or check out the games that are recommended for you.

In addition to discounts on thousands of great games, join the nomination process for the Steam Awards. Nominate your favorite games across a variety of categories, and earn profile XP and badges for participating! Your nominations will help determine the finalists for each category. In December, you can vote on the winners for each category during the Steam Winter Sale. Learn more about the Steam Awards here.

*Offers end Tuesday November 28th at 10am Pacific.

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Mass Effect’s dialog scenes were inspired by British sitcom ‘Extras’, says former dev

BioWare’ original Mass Effect turned 10 this week, and to celebrate the occasion animator Jonathan Cooper took to Twitter to share some trivia about the game’s production — including that its iconic over-the-shoulder dialog sequences were directly inspired by the British sitcom ‘Extras’.

It’s probably the most fun of the “10 fun facts” the animator shared, but all are worth a read given that Cooper (who now works at Naughty Dog) worked on Mass Effect and Mass Effect 2, both of which were celebrated for the quality of their dialogue-driven narratives and the strength of their characters.

In fact, sometimes it sounds like the characterizations may have been a bit too strong, as Cooper recounts a story about how one actor actually punched another in the jaw while performing (for motion capture) a scene in which the Mass Effect character David Anderson punches the Ambassador Udina character.

“During this climactic scene of Anderson punching diplomat Udina, cinematic lead Shane Welbourn, (suited up as Anderson), accidentally clocked the Udina actor on the jaw,” wrote Cooper. “I had to work with the poor chap shortly afterwards and he was less than impressed.”

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Belgian officials decide yes, loot boxes are gambling, and they’d like them banned

After roughly a week of scrutiny, the Belgian Gaming Commission has told local media outlet VTM that yes, “loot crate” monetization schemes in games do qualify as gambling.

The details are somewhat jumbled since they come from VTM via Google Translate, but the gist is something devs should be aware of: the Gaming Commission has decided in-game “loot crates” which you can purchase for real money without knowing in advance what you’ll get out of them are gambling. 

In light of that decision, Belgian Minister of Justice Koen Greens has told VTM that he would like to ban such systems from being implemented in games at all, both in Belgium and in Europe at large.

Last week, after Belgian Gaming Commission general director Peter Naessens told VTM the regulator would be scrutinizing loot box systems in games like Overwatch and Electronic Arts’ Star Wars Battlefront II, an EA representative told GameSpot that “the crate mechanics of Star Wars Battlefront II are not gambling” because players can earn them through play and they’re always guaranteed to give the player some sort of payout. 

Shortly thereafter, the Battlefront II team temporarily disabled all microtransaction opportunities in the game while they re-evaluate the game’s progression and monetization systems.