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GAME: In UK and Spain, Switch attach rates are matching the Wii’s

UK retailer GAME made its full-year earnings report to investors today, and while revenues and profits were down year-over-year, the company forecast a holiday sales surge driven by Nintendo’s popular Switch console.

Notably, the company claims that — at least in its retail locations across the UK and Spain — the Switch is rivaling the Wii in terms of attach rate, with GAME reporting that it sells an average of 3 Switch games for every 1 Switch console.

According to the company’s report, that 3-to-1 attach rate for the first ~9 months of the Switch’s lifespan nearly matches what GAME saw with the Wii, which averaged a 3.1 game-to-console attach rate during the same period.

Of course, GAME is not privy to sales data from Nintendo’s own digital game storefront; if it were, that attach rate (see excerpt below) would presumably be at least a smidge higher.

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11 years after launch, Titan Quest gets a new expansion pack

The folks at THQ Nordic (nee Nordic Games) did something interesting this week: they launched a $20 expansion pack for Titan Quest, the myth-soaked Diablo-like that Iron Lore (now deceased) released back in 2006.

It’s a funny show of support for an 11-year-old game, though in speaking with PCGamer THQ Nordic’s Reinhard Pollice said it’s something the company has been working towards for some time.

“Since the day we acquired the franchise in 2013, we’ve been toying around with ideas on what’s best for Titan Quest,” said Pollice. “We were quickly motivated to do another expansion as we realized Titan Quest is still actively played.”

THQ Nordic acquired the rights to Titan Quest (and many other properties, as well as the THQ name) during THQ’s bankruptcy proceedings in 2013. 

Last summer the company released a revamped version of the game on PC as the Titan Quest Anniversary Edition, and the new Titan Quest: Ragnarok expansion is actually only compatible with said Anniversary Edition; it won’t work with retail copies of the original game.

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Video: Devs sound off on the 2017 Indie Soapbox

Real talk! That’s been one of the core goals of the perennially popular Indie Soapbox panels at GDC, and the 2017 Indie Soapbox was no exception.

In the course of an hour ten indie devs from around the industry (Tanya Short, Jarryd Huntley, Jerry Belich, Marben Exposito, Brandon Sheffield, Brie Code, Gemma Thomson, Colm Larkin, Sadia Bashir, and Jane Ng, to be specific) took the stage to share what’s on their mind.

In the process, they touched on topics like taste (get some!), how to take care of yourself and still hit hard deadlines, and the importance of learning from disciplines outside your own — indie rockers, for example.

It was a great panel that proved both provocative and inspiring; if you didn’t catch it live, make sure to 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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Obituary: Dragon Ball and Metal Gear Solid voice actress Hiromi Tsuru

The Japanese voice actress behind Yakuza 0‘s Reina and the Dragon Ball character Bulma has passed away at the age of 57.

Asahi News reports that Tsuru was found unconscious in her car in Tokyo Thursday evening and passed away shortly after arriving at the hospital that night.

Tsuru boasted a storied career as a voice actress, landing her first voice acting role at the age of 12 for the anime Lupin the Third. She would later go on to become the voice of Bulma throughout numerous Dragon Ball seasons and series, including appearances in the many video game adaptations of the show.

Her most recent video game credits included Bulma in 2016’s Dragon Ball: Xenoverse 2, Anne in Bravely Second: End Layer, and Reina in Yakuza 0. She was also the voice behind Ninja Gaiden II‘s Elizebet, Major Motoko Kusanagi in the 1997 Ghost in the Shell game, and Naomi Hunter from the Metal Gear Solid series. 

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Get a job: Yacht Club Games is hiring a Sr. 3D Art Generalist

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: Marina del Rey, California​

We’re on the lookout for an experienced artist to help out future projects! You’ll be a core and integral part of the Yacht Club Games team: responsible for developing in-game art assets. The perfect candidate will demonstrate skills in creating environment art, character art, VFX, UI, and more. You should feel comfortable working together on a small team to define, create, and lead the art for Yacht Club Games projects.

Responsibilities

  • Create high quality 3D art assets that adhere to art direction and game style.
  • Model, texture, and light environments and characters.
  • Work with team to design and implement visuals for games within technical and style restrictions.
  • Collaborate with designers and programmers to create and implement assets. Provide feedback on how to improve tools and increase team productivity.
  • Able to work independently or with small team to manage tasklist and workflow. Manage outsource artists, animators, and review art related assets created outside of the core game team.
  • Learn and adapt to art and production pipelines to create and iterate on art quickly.
  • Assist in additional roles at the company as interested – included in all parts of game creation from business and marketing to art and design decisions.

Qualifications

  • Master’s degree or equivalent; or five years related experience/training; or combination of education and experience.
  • Experience with 3D animation, character or environment modeling, and rigging.
  • Proficiency in 3D software (Maya, ZBrush, Mudbox, 3ds Max, etc)
  • Knowledgeable in modern rendering techniques: programmable shaders, 3D lighting, VFX tools. Experience creating custom materials, working with static and dynamic lighting.
  • Proficiency in Adobe Photoshop.
  • Strong animation skills.
  • Excellent organization / directory skills.
  • Strong portfolio showcasing recent work.
  • Self-motivated and curious with a willingness to continue learning.
  • Excellent communication, interpersonal, and organizational skills.
  • Familiarity with SVN.
  • Willing to work in Los Angeles office.

Perks

  • Every member is a core part of the team, involved in any part of the company that interests them!
  • Working in our beautiful penthouse office located on the Marina in Los Angeles!
  • Robust medical and dental insurance
  • Profit Sharing and Bonus plans
  • 401k Retirement Plan
  • Unlimited vacation and sick days
  • Free onsite parking
  • Fully stocked kitchen with unlimited snacks!
  • Chance to work with a top-notch team on cool and unique games!

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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Dota 2 Update – November 17th, 2017

A few weeks ago, we posted a blog post describing some of our thinking about user reviews, some tools we added, and some of the next areas we were planning on addressing. If you haven’t yet, it’s worth a read to understand our thinking about reviews and the goals we think user reviews should be addressing.

Today we’re making a few more improvements to user reviews to address some concerns and feedback that we’ve been hearing, and to ensure that the system remains a useful tool for you to identify games that you will enjoy. In this update, we’re focusing on how we determine the helpful reviews you see on each game’s page and the order in which they are shown.

What is a helpful review

Reviews should help paint a picture of what it’s like to play the game and how well the game has been enjoyed by the people who have already played it. A good review typically describes some of the factors that directly impact the experience of playing the game, which can include a wide variety of things like how well the matchmaking works, how buggy the game is, or whether the game represents a good value for the price.

While everyone that has played a game probably has opinions on how much they enjoyed the game or not, some people are better than others at writing thoughtful descriptions that are useful for other potential players. We think it’s fine for players to be able to indicate whether they liked a game or not, but not every review is useful to show in greater detail. A helpful review then is one that includes enough information to aid in your understanding of whether you are likely to find the game fun, or whether you should avoid the game and explore more alternatives.

As of this writing, there are over 36,579,839 reviews posted by players across all of Steam. Some games have a handful of user reviews while others have hundreds of thousands. Regardless of the number of reviews, we want to make sure that the most helpful and relevant reviews are the ones that you see first when you are looking at a game’s page in the Steam store.

Sorting helpful reviews

Below each review you’ve probably seen the question of “did you find this review helpful?” along with a set of buttons to indicate yes or no. You can use these controls whether you have already purchased the game or not, because it is usually prior to purchase that you are looking at user reviews and considering which of them are helpful in making your purchase decision.

These inputs are then used to determine which reviews people generally find most helpful. Up to now, our system simply looked at how many people had rated each review as ‘helpful’ and how many people had rated it as ‘not helpful’ and then highlighted the ten reviews that the most percentage of people found helpful. Since games can change (sometimes dramatically) over time, we introduced a change a while ago that prioritizes showing recently-posted helpful reviews, as they are more likely to reflect the current state of the game. Of course these are just the defaults that are shown on a store page, and you can still easily browse all of the reviews for a particular game if you want to investigate further.

In a perfect world, people would truthfully mark a few reviews that were helpful for deciding to purchase or not purchase the game and we could use that data to directly determine the ten most helpful reviews. Alas, it turns out that not everyone is as helpful as we would like. Instead, we are seeing more and more feedback from players that the helpful reviews shown on store pages aren’t representative of how well people are actually enjoying the game.

Taking a closer look

So we took a closer look at the patterns and behaviors of people that are rating reviews. Of the 11 million people that have used the helpful buttons, most follow a reasonable pattern of usage: Typical players rate a few reviews as helpful or unhelpful while deciding whether to make a purchase. However, we found a small set of users on the far extreme that are clearly trying to accomplish something quite different from normal players, and are rating more than 10,000 reviews as helpful or unhelpful on a single game. This behavior is not only humanly impossible, but definitely not a thoughtful indication of how ‘helpful’ each of those reviews were. These users also tend to rate up just the negative reviews while rating down the positive reviews (or vice-versa) in an attempt to distort which reviews are shown by default.

Because of how many reviews these users are rating, they each have a disproportionate amount of influence over the display of helpful reviews and cause certain reviews to appear more prominently than they should be. This can result in a confusing appearance where the default set of reviews shown are negative, even when most players have posted positive reviews and clearly enjoy the game.

What we are changing

Up to this point, we’ve tried to maintain just showing the simple math behind how we calculate whether a review is helpful or not–the percentage and number of people who indicated a review as helpful. We like systems that are transparent and easy to understand, as they are also easier to believe and trust. Unfortunately, this has resulted in a system that allows a small group to manipulate reviews to a degree that is clearly decreasing the value of Steam for many other players. So we’re making two main changes.

  1. Firstly, our system will use a new method of calculating the helpfulness of each review, taking into account the users that are trying to manipulate the system. One way we’re doing that is by counting the helpful ratings on reviews differently for users that are far outside the norm. Ratings from users that follow normal patterns of rating will continue to be counted the same way that they have, whereas accounts that rate an excessive number of reviews on an individual game will see the weight of each individual rating count for less and less.
  2. Secondly, store pages will now show the default helpful positive and negative reviews in a similar proportion to that of the overall review score for the game. For example, if the game is reviewed positively by 80% of reviewers, then the ten reviews shown by default on the store page will be 80% positive, showing eight positive and two negative. This should keep the reviews shown on a game’s page from being so easily manipulated by a few determined players and should more accurately represent the overall sentiment of the people playing the game.

We’re rolling out both of these changes as a beta today. You can turn the new method on and off to see how it impacts the default display of reviews on any given store page. Note that these changes only impact the default listing of reviews (Called “Summary”) and the “Most Helpful” display option.

Still much more to do

There are still a number of further changes we’re considering for the user review system. One thing we’re looking at, is how review scores on games change over time as games develop or languish, and ways to better indicate how players are enjoying the game right now. We also want to better indicate when players are reviewing issues in a game that only pertain to a particular region (such as server locations), or particular language (such as poor translations). We’re also exploring ways to calculate a personalized review score for each player and thinking about how that would look.

We know the review system is important for players and developers and we’re going to continue making improvements to ensure that user reviews remain useful and trustworthy. Please let us know your thoughts on these latest changes.

-The Steam Team

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The Legend of Zelda: Breath of the Wild leads Golden Joystick award winners

Nintendo’s early Switch-seller The Legend of Zelda: Breath of the Wild walked away with an armful of awards at the close of this year’s Golden Joystick Awards. The annual video game award show, now in its 35th year, solicits votes from a worldwide audience to determine the best games, developers, and personalities of the year.

This year, The Legend of Zelda: Breath of the Wild earned itself the most awards of any game mentioned with a total four wins in categories such as Best Audio and Ultimate Game of the Year.

Following behind that, Cuphead, PlayerUnknown’s Battlegrounds, and Horizon Zero Dawn all tied for the second biggest winner of the event with two wins each, though Horizon Zero Dawn voice actor Ashly Burch walked away with two additional awards of her own.

A list of the games and developers honored at this year’s Golden Joysticks can be found just below, while the complete award show can be viewed on the event’s Twitch channel.

  • Best Storytelling: Horizon Zero Dawn (Guerrilla Games)
  • Best Visual Design: Cuphead (Studio MDHR)
  • Best Audio: The Legend of Zelda: Breath of the Wild (Nintendo EPD)
  • Best Gaming Performance: Ashly Burch in Horizon Zero Dawn
  • Best Indie Game: Friday the 13th: The Game (Gun Media, IllFonic)
  • Best Multiplayer Game: PlayerUnknown’s Battlegrounds (Bluehole)
  • Studio of the Year: Nintendo EPD
  • Best VR Game: Resident Evil 7: Biohazard (Capcom)
  • eSports Game of the Year: Overwatch (Blizzard)
  • Handheld / Mobile Game of the Year: Pokemon Sun and Moon (Game Freak)
  • Nintendo Game of the Year: The Legend of Zelda: Breath of the Wild (Nintendo EPD)
  • PlayStation Game of the Year: Horizon Zero Dawn (Guerrilla Games)
  • Xbox Game of the Year: Cuphead (Studio MDHR)
  • PC Game of the Year: PlayerUnknown’s Battlegrounds (Bluehole)
  • Critics’ Choice Award: The Legend of Zelda: Breath of the Wild (Nintendo EPD)
  • Most Wanted Award: The Last of Us Part 2 (Naughty Dog)
  • Breakthrough Award: Ashly Burch
  • Lifetime Achievement: Sid Meier
  • Still Playing Award: World of Tanks (Wargaming)
  • Ultimate Game of the Year: The Legend of Zelda: Breath of the Wild (Nintendo EPD)
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Don’t Miss: The classic postmortem for Star Wars: Knights of the Old Republic

The article “Combat System Development on BioWare’s Star Wars: Knights of the Old Republic” initially appeared in the December 2003 issue of Game Developer magazine.

CASEY HUDSON | Casey was producer and project director on Star Wars: Knights of the Old Republic

RAY MUZYKA | Ray was joint-CEO of BioWare Corp. and was executive producer of Star Wars: Knights of the Old Republic

JAMES OHLEN | James was the lead designer of Star Wars: Knights of the Old Republic

GREG ZESCHUK | Greg was joint-CEO of BioWare Corp. and was executive producer of Star Wars: Knights of the Old Republic

Many of the design decisions made, and project management methodologies used at BioWare during the development of Star Wars: Knights of the Old Republic (KOTOR) were built on the experience of our exceptional staff from our past projects such as Baldur’s Gate 1 and 2, Neverwinter Nights, and MDK2. We set our high goals for the combat system: first, we wanted our system to leverage the fun of BioWare’s past RPGs and the experience we gained from them. In addition, the combat system needed to look as exciting as the battles in the Star Wars movies. Finally, the combat system and the game in general had to feature an interface that was very accessible; we wanted any player who likes Star Wars, likes playing Xbox or PC games, or likes console or PC RPGs, to have fun with the combat techniques in KOTOR

Building a new and unique game system is difficult at the best of times, but the most valuable asset a team can have is people that have tried similar things in the past. Fortunately, many of the senior members of the KOTOR team cut their teeth on the original Baldur’s Gate, where we first developed the processes allowing us to make enormous games with new methods of depicting RPG combat. After developing Baldur’s Gate 1 and 2, Neverwinter Nights, and expansions to both series, we had trained — and retained — a very strong group skilled in the development of far-reaching game systems, and we had prototyped many different combat models over the years. Add to that experience a few forays into console development (MDK2 for the Dreamcast and PS2), and we had a team with all the experience required to navigate the pitfalls and rewards for a large, mainstream console RPG.

We leveraged the experience of our team by making use of the personal round-based system (one action per three-second round per character) used in our previous titles. In addition, we had experience in using Dungeons & Dragons’ D20 system to create a satisfying type of party-based combat, something we wanted to replicate in KOTOR. By basing the system on the personal roundbased system of the Star Wars D20 rules, we weren’t trying to reinvent the wheel. Instead, we built upon what had succeeded in the past, adjusting it for the new goals for this particular game. 

We did add highly choreographed combat actions to provide a more action-oriented experience for players. Success in this area would have been much more difficult had we not worked on a similar system for Neverwinter Nights. It’s also worth noting that a number of new, inexperienced people worked on Star Wars: Knights of the Old Republic; BioWare’s matrix structure mixes new and experienced team members to build an efficient group dynamic.

One of our most important goals was to create a combat system that would be easy to use for a broad cross-section of players. Knowing that LucasArts’ revered Star Wars brand would give the game widespread attention, we wanted to make sure that all types of players — not just experienced console RPG fans — could jump in and have fun.

To this end, we started with an over-the-shoulder view of the action, giving a cinematic view of the surroundings, rather than the top-down view of more traditional PC RPGs we had created in the past. We also needed the combat to look as action-packed as other mainstream games but be controllable through a simple interface. These goals prevented the system and interface from becoming overly complex and added weight to any feedback from QA or focus tests that certain parts of the combat system should be easier to use. Usability testing with fresh perspectives played a large part in the development of the combat system.

We also adjusted our implementation of the Star Wars D20 rules, simplifying the player’s interaction with the rules in a videogame setting. Fortunately our publisher, LucasArts, supported us in this endeavor, and we were able to balance our attention to the D20 rules with playability considerations for mainstream fans. 

In the end, we were surprised at how well the combat system turned out. Even though combat seemed complex at first glance, most people mastered the system before completing the game. Much of the positive feedback we received about the game was from people who have never played role-playing games before.

While the combat system featured personal rounds for each character, we didn’t want it to look like the combatants were taking turns via a strict alternating system (we at BioWare affectionately call this “caveman combat,” where each combatant politely takes turns bonking the other on the head with a large club). To capture the excitement of a Star Wars blaster or lightsaber battle, the action had to look as fluid as possible.

To achieve this kind of realism, we used a “choreographed animation” system for playing our combat animations. Each character would “lock” with one enemy, attacking for part of the round and defending for the other part of the round. Animations were therefore made in 1.5-second choreographed sequences, where one character did an attacking motion and the defender performed the appropriate countermoves. Essentially, combat actions were predetermined and synchronized between interacting combatants.

This meant that characters could do virtually any combat move that you see in the movies, and each attack would be choreographed with the defender’s animations, enabling characters to do spins, backflips, and rapid lightsaber flurries while appearing to interact physically with other characters. Making multiple animations for each combination of weapon types limited excessive repetition.

Choreographed animation was also efficient for the development process. Since both characters were animated in tandem in 3DS Max, animators were able to see exactly how the animations would look in the game, streamlining development of the system and the adjustment of animations. However, it was still essential to review all combat actions within the context of the game engine, to discover any subtle differences in playback within the engine, on both Xbox and PC.

In the early design stages of Star Wars: Knights of the Old Republic we put a lot of thought into the main interface and how the game would be controlled. Since we were taking a new approach in creating a strategic, party-based console RPG, we couldn’t be absolutely confident in the interface design until we experienced it under true game conditions. As we had learned on many of our past projects, our first attempt at an interface simply initiated a process of repeated iteration (including usually two to three major revisions and multiple smaller iterations of each major revision) that lasted right up until the project was complete.

The first version of the interface was crude, lacking the elegance and simplicity that we later realized was needed. A set of combat actions was attached to each button, which would generate a menu of context-specific combat choices. The complexity was confusing to casual players.

After watching the uninitiated struggle with the first interface at E3 2002, the team leads, QA, and other senior members of the company spent time that fall to record all known concerns about the main interface, which prompted a fundamental change in how we let the player interact with the world during combat.

As a result of this feedback, we decided to create more rigid frameworks for player control. Players could interact with enemies only by entering a combat mode. In combat mode, the camera would focus on the hostile target, and non-hostiles were non-selectable. In addition, we felt it was important to depict the range of possible combat actions to players in the form of an always-visible combat action menu (we extended this to noncombat as well to keep it consistent, and called this the “horizontal action menu”). These two factors made the combat much less confusing, and with the addition of action icons instead of drop-down menus, we finally had an interface that was becoming easy and fun to use.

Between spring 2002 and summer 2003 (when the Xbox version of the game was released; the PC version followed later in 2003), we did around 10 smaller iterations to arrive at the final interface. After the most coarse, time-consuming, radical changes (such as the ones just described), we eventually tunneled down to dozens of smaller changes that took only a few hours to make. We incorporated extensive feedback from QA teams at BioWare and LucasArts, plus valuable feedback from usability and focus testers at Microsoft, internal usability tests at BioWare, and multiple rounds of comments from the press, compiled during various press tours and demos. This iterative process gave us confidence that players would be able to control the game easily, but more importantly, we were starting to have fun playing it ourselves.

One of the main problems with many RPGs is game balance: it is easy to make a game that is perceived as either too difficult or too easy, but balance is elusive. Thus, we sought more effective methods of getting fun-factor feedback from our QA department during the course of development. While we’d used feedback from QA to improve balance and fun factor in previous games, we explored new ways of doing it this time.

We devised a system to document combat feedback that was used extensively by our testers during the last few months of development. These documents listed every combat encounter in the game, and each tester in the QA department filled it out during their playthrough. The document included fields that detailed the general difficulty of each encounter, the amount of credits and experience points they received, and the tactics and Force powers they used to defeat the encounter.

Most of the testers could finish the game in a weeklong session, so at the end of each week we would review all of the data from the QA departments at BioWare and LucasArts . We identified levels that were too easy or too difficult. We looked at the overall treasure allotment and decided whether it needed to be increased or reduced. We also reviewed level progression and then tweaked the experience point system throughout the game. This was an ongoing, repetitive process that lasted through the last few months of development; only through our quality assurance teams’ painstaking effort, where they repeatedly documented combat difficulty, were we able to hone the gameplay experience for both casual and hardcore players.

Balance testing was also aided by BioWare’s and LucasArts’ QA teams’ game-playing skills. Because QA was always trying to plow through the game as quickly as possible, they would discover which Force powers and combat tactics gave them the best playing advantage. Once we identified these overpowered culprits, we’d “nerf” them, forcing the testers to use a broader variety of tactics and powers. By the end of the testing cycle we discovered that people used a very large range of tactics, and no one method proved superior.

Demonstrating the first playable version of the game at E3 2002 uncovered one of our biggest hurdles in the combat system’s development: the graphics and camera angle made the game look so much like an action title that people didn’t intuitively play it in a turnbased manner. Novice players wanted to mash buttons and twirl the thumbsticks during battle, breaking the combat system and making the game look extremely awkward. The interface’s discrete character control enabled players to disrupt their current attack by moving or accidentally selecting a container while attempting to engage the enemy.

We battled this problem to the end of the development cycle, and it required a lot of concerted planning and work to overcome. Carefully controlling the player’s access to gameplay functions in and out of combat produced a more intuitive system, but consumer trade shows are not the place to discover such problems in the first place, and we had to recover from some of the poor press at the show.

The fundamental lesson learned, albeit in retrospect, is that the scale of player actions allowed by a combat system must match the scale of actions on which the system operates; if a combat system is based on doing discrete combat actions at any time (like throwing a single punch or firing a single magic spell, as occurs in our upcoming Xbox RPG Jade Empire), you should allow equivalent “peraction,” low-level player control. Games like Star Wars: Knights of the Old Republic with higher-level strategic systems should actually restrict players to only controlling higher-level strategic actions.

Though we were able to find a good balance between strategic control and ease of use, the final combat system still required considerable player adjustment, because at the time no similar system had been implemented. This uniqueness led us to attempt to train the player in all of the basic control and combat systems in the first few areas of the game. Many players found the complexity of the resulting tutorial areas detracted from their initial immersion in the story.

The tutorial condensed too much information into the first hour of the game, when it would probably have been better for us to spread the tutorial elements throughout three or four hours of gameplay. Not only would this have been better for the flow of the story, but also for the player’s retention of the information. However, a benefit of condensing the tutorial to a small number of areas was that iteration of the tutorial itself (such as rewriting the tutorial text as interface changes occurred) could occur more frequently and be tested separately, with less risk to the overall project.

Another option would have been to include a separate, stand-alone tutorial. We considered this in the initial design meetings for the game but decided against it, fearing too many players would skip the tutorial. To improve the game’s accessibility, we felt console players unfamiliar with PC RPG conventions needed training before getting into the bulk of the game. 

Through an iterative process of implementation, testing, feedback, and redesign, we arrived at a main interface that exceeded our original design goals. That process, however, was extremely lengthy — over one full year — and required a huge amount of manpower, which drove up our development costs. The key missing element from our early paper sketches and graphical mockups was interactivity.

After several iterations of the interface, it became clear that we were simply waiting to see how certain actions would “feel” with the Xbox controller or PC keyboard and mouse, and see how the game would respond. If we had an interactive method for quickly prototyping our ideas, we could have drastically shortened the iteration period. Though we had actually experienced similar issues in all of our past RPGs, KOTOR proved once and for all that more complex RPGs require early hands-on design to develop powerful, transparent, easy-to-use interfaces.

On future RPGs like Jade Empire, we hope to test our interface ideas interactively much earlier in development, so we can work out the “feel” issues well in advance of implementing the interface in the actual game.

One of the challenges in working in a multi-project company like BioWare is that sequencing of resources is a constant learning experience. Over the years we have developed a number of techniques to optimize the use of our matrix personnel system (see Ray Muzyka and Greg Zeschuk’s “Managing Multiple Projects,” GD Magazine March 2003), but there is always room for improvement.

Since the combat system in Star Wars: Knights of the Old Republic was different from anything we had encountered in the past, we planned to mitigate risk with lots of early preproduction and prototyping. We initially planned on putting designers on the project early to prototype gameplay into placeholder areas of the game, but things didn’t pan out as expected. Instead, we ended up doing a fair amount of retroactive design while balancing the requirements for story and event scripting.

To solve this problem on future projects, we now pay closer attention to the planning of personnel scheduling based on what we learned in our past projects’ schedules, with the aim of maintaining adequate staffing throughout each project. In some cases this involves outsourcing or hiring additional staff much earlier than we have in the past, anticipating their need later on in the project and allowing sufficient ramp-up time. Hiring the right staff early enough can actually reduce the overall development time and cost of a project.

Our use of feedback was both a strength and a weakness in the development of KOTOR. While we extensively used team and QA feedback to fine-tune the interface and balance the combat system, there were several areas where we could have made much better use of feedback.

First, our measurement of the game balance was more of an art than a science. We didn’t have adequate metrics in place early enough (or in some cases, ever) to determine whether the game was doing what we wanted it to as players fought enemies, gained experience, and moved up in level. QA testers didn’t have a formalized way to report combatbalancing statistics until the later stages of testing. We also didn’t build enough automated testing systems into the game engine to track statistics on character experience, abilities, and combat encounters.

We also underestimated the importance of the feedback system in the game. Intended only as a means of letting the player know exactly what happened in a tough battle, the message screen that formed the heart of the feedback system wasn’t given much priority. However, during testing, bugs in the feedback system made it extremely difficult for testers to determine whether the game was performing properly (appearances are often deceiving). It required a large amount of work very close to the end of development to make the feedback system work well enough to be used as a testing tool, presenting a significant risk to the schedule. Planning for a clear and robust ingame feedback system much earlier in the project is now something we now consider essential in our RPGs.

Despite the challenges encountered during development, Star Wars: Knights of the Old Republic ended up being a big success. Microsoft touts the Xbox version of the game as the fastest-selling Xbox title ever released, and the game is also one of the highest-rated RPGs of all time according to Gamerankings. Based on this success, we have high hopes for the PC version, which expands on what we learned in the development of the Xbox version.

In addition, we are actively applying the lessons on what worked well and what didn’t work as well to the three new intellectual properties in development at BioWare, one of which, our recently announced Xbox-exclusive title Jade Empire, will be published by Microsoft.

Credit must be given where it is due: Star Wars: Knights of the Old Republic’s success is entirely due to the hard work of the team at BioWare and also that of our publisher, LucasArts, who fully supported our development efforts and who shares the high quality standards toward which we were all aiming. The team who worked on the game, like the other teams at BioWare, are all hard-working, smart, creative, passionate individuals, and it is an honor for the authors to work with all of them. Our goal at BioWare is to try to exceed the quality of our past games with each new game we make; we felt we accomplished that with Star Wars: Knights of the Old Republic, and we will continue to strive toward this goal in the future.

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SOMA dev introducing a monster-optional ‘Safe Mode’ to the horror game

When SOMA makes its console debut on Xbox One next month, the game is doing so with one noticeable (and optional) addition. Developer Frictional Games has opted to introduce a ‘Safe Mode’ to its aquatic horror game that looks pacify to the cast of hostile monsters found in the game.

The mode itself represents a unique way to tweak a game’s difficulty outside of the traditional methods and, at the same time, open SOMA up to players that may have had difficulties experiencing what the horror title has to offer in its original form.

There’s been debate over the inclusion of a skip-combat option for video games in the past. Horror is one such genre where devs can see how such a feature can potentially open a game up to more players by doing so.

As Rock Paper Shotgun points out, members of SOMA‘s modding community have made their own attempts at pacifying the game’s enemies in the past. With Frictional Games’ official Safe Mode however, the ability to play SOMA as a monster-free atmospheric horror game will extend to players on to the Xbox One and, eventually, the PlayStation 4 as well.