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Visceral devs share the story of the studio’s closure

A lot of things started turning around [in 2017] but I think there was a little bit of a too-little, too-late aspect to it. I don’t think it mattered.”

– One of many anonymous devs speaking to Kotaku details the studio’s closure

Kotaku has published an extremely detailed story chronicling the years and years of distress that led up to the recent closing of Visceral and the demise of its untitled Star Wars game, creating a must-read cautionary tale for other game developers in the process. 

Speaking anonymously, many developers that had worked at the studio both before and at the moment of its closure offer an inside look at the cascading complications Visceral faced in the years leading up to its end.

As with many complicated closures, no single issue can be blamed for the studio’s demise, but the developers speaking to Kotaku shed some light on the problems that likely contributed. One developer said that the sheer cost of maintaining a development team in San Francisco might deserve some of the blame, saying that Visceral was the most expensive studio under EA’s ownership.

Another said the slow back-and-forth between both internal and external groups critically wounded the development of Visceral’s ill-fated Uncharted-like Star Wars title. Part of those complications, the developer said, was because the constant need for concept approval from the Star Wars people could drag even small decisions on for months. 

“Oh, would Dodger really look like this? What would his weapon look like? Potentially years of that. Would he carry this? Would that really work in the Star Wars universe?” the anonymous dev told Kotaku. “With Uncharted, they can build any world they come up with, because it’s their world. With Star Wars you have to have that back and forth.”

There were complications within the studio as well, as many developers said that former Uncharted director and then-Star Wars director Amy Hennig had stretched herself too thin by trying to take control of everything from gameplay to level design all at once. 

Per a former Visceral employee, the bits of the game shown off to EA at a mid-year check in earlier this month were all too similar to Uncharted for EA’s tastes, with the unnamed employee saying that each of the three scenes could be paired to an almost identical moment in Naughty Dog’s Uncharted series. 

After that, it seems the studio’s fate was sealed. Kotaku’s full write up provides additional context and information beyond the points assembled here that is well worth a read, both as a record of Visceral’s struggles and as an inside look at the complicated process of bringing an ambitious project to fruition.  

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How watching people play Dead Cells ‘incorrectly’ influenced its designers

I wasn’t thinking as a player but more like a designer. It’s difficult to get rid of the idea of the way we want it to be played, and the efficient way is usually the opposite.”

– Motion Twin’s Sébastien Bénard reflects on how designers and players approach situations differently

Dead Cells went through a number of changes before launching into Early Access earlier this year, with everything from its genre to mechanics seeing significant shifts since its initial pitch.

Now five months out from that release, Motion Twin is still poking and prodding at some of its core design elements because, as Motion Twin’s Sébastien Bénard tells Rock Paper Shotgun, players weren’t playing the game how its designers had intended.

As part of its The Mechanic column, Rock Paper Shotgun has published an interview with Bènard detailing how the weapons system has evolved through the development of Dead Cells, and how it continues to do so as Early Access player feedback rolls in.

The conversation itself offers an interesting look both at how major changes can affect a game for the better and why it can be beneficial to sometimes think like players instead of designers. 

For example, after the game’s release, the team noticed that many players would opt to make one or both of their equipped items a long-range weapon. It had been an early design philosophy to place no limit on ammo for bows or grenades, which turned out to make ranged weapons a mite overpowered.

The game’s designers had intended for players to use a ranged attack as part of an elegant exchange, like firing an arrow at a foe and quickly dashing in to finish the enemy off with an equipped close-combat weapon. Instead, the team found that players would hang back and fire endlessly at foes until the battle was won. 

“It was a problem because, of course, when you make a game you want it to be a challenge, and when a player goes for long-range weapons the challenge should still be there,” Bènard tells RPS. “It shouldn’t be just pressing a button and it kills the enemy.”

The first solution was to go against that early design decision and implement an ammo system; in this case, one that would return fired ammo after an enemy was killed. But shortly after the fix went live the team realized that they had made bows a little too inefficient against the game’s bosses, so another tweak was added. 

Bènard says that the changes didn’t sour the game for players. Instead, the new rules for bows forced them to adopt new strategies, with the added bonus of making dual-bow character builds a viable but still difficult choice for players to make.

That full story, along with an insightful look at how the weapons-based combat system Dead Cells has evolved both before and following its release, can be found over on Rock Paper Shotgun

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Apply now to be a GDC 2018 Conference Associate!

Are you someone who’s eager to help the 2018 Game Developers Conference go off without a hitch, and get free entry to boot?

Then you should consider applying now to be a volunteer Conference Associate (CA), because you can earn the equivalent of an All-Access Pass by putting in roughly 25 hours of on-site work!

Next year GDC 2018 runs from Monday, March 19th through Friday, March 23rd. Applicants who are chosen to be Conference Associates will be given pre-conference assignments and asked to attend a required orientation dinner on Sunday, March 18th. This is a paid position, so you must be eligible to work in the United States.

Furthermore, those accepted into the program are expected to be on-site during conference hours from the start of your pre-conference assignments through the end of the conference on the evening of Friday, March 23rd.

What will you be doing, you ask? CA duties may include guarding doors and scanning badges, monitoring sessions, answering attendees’ questions, and more. In your free time, you will be able to use your All-Access pass to do things like attend talks or visit the Expo floor.

To apply, head over to the GDC 2018 CA application page and read the instructions. The deadline for applications closes at 11:59 PM PDT, December 22nd, 2017! Applicants will be notified if they are accepted (or not) by January 11th.

Applications submitted after the positions are filled will be offered the opportunity to be put on the waiting list. Applications will be accepted up until 11:59 pm (Pacific Time, UTC-8) on March 13th for the waiting list.

For more information on GDC 2018, visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Nintendo celebrates the launch of Super Mario Odyssey in style with a party in New York

Nintendo celebrates the launch of Super Mario Odyssey in style with a party in New York

Super Mario Odyssey, one of Mario’s biggest adventures yet, is now available exclusively for the Nintendo Switch system. The cap-tivating game follows Mario on a globe-trotting journey through numerous and varied kingdoms with his new hat companion, Cappy.

In this massive sandbox-style game in the spirit of Super Mario 64 and Super Mario Sunshine, Mario uses incredible new hat-based abilities like cap throw, cap jump and capture, which define his new adventure and provide a fresh take on the classic Super Mario formula. Using Cappy, Mario can take control of a lot of things, including objects and enemies. Discovering what can be captured and experiencing the surprising results of capturing something is all part of the fun. The game is full of exotic places to explore, hidden secrets to uncover and memorable moments to behold.

Over the last couple of weeks, Mario has been traveling across the country to celebrate the launch of the Super Mario Odyssey game. This real-life odyssey culminated in a powered-up party on the streets of New Donk City … er … New York City on Oct. 26, the night before launch. The celebration in Rockefeller Plaza featured an elaborate dance number set to the tune of the “Jump Up, Super Star!” song from the game. Other memorable moments during the event were visits from the Mario costumed character and actor and singer Jordan Fisher, the chance to play Super Mario Odyssey, fans purchasing the game at midnight at the Nintendo NY store and even an appearance from Nintendo of America President and COO, Reggie Fils-Aime.

Super Mario Odyssey is the must-have video game for this holiday season, and this event was the perfect way to kick off Mario’s latest adventure,” said Reggie Fils-Aime. “Video game fans of all kinds will want to dive into this latest Mario adventure as soon as possible.”

Leading up to the big event, Mario started his cross-country odyssey in Los Angeles and took his new decked-out trailer on a nationwide tour. He visited Dallas, Chicago and Philadelphia to meet with fans, as well as some scenic locations inspired by the various kingdoms from the game to take memorable photos. (The travelogue of Mario’s adventure can be found on Nintendo of America’s Twitter, Instagram and Tumblr accounts, or by searching for the hashtag #SuperMarioOdyssey.)

Super Mario Odyssey is now available exclusively for Nintendo Switch at a suggested retail price of $59.99. Three game-themed amiibo of Mario, Bowser and Peach in wedding-themed outfits are also available as a set at a suggested retail price of $34.99, or individually at a suggested retail price of $12.99 each. A bundle that comes with the Nintendo Switch system, a download code for the game, Mario-themed red Joy-Con controllers and a special carrying case is also available at a suggested retail price of $379.99. For more information about the Super Mario Odyssey, visit https://supermario.nintendo.com/.

Remember that Nintendo Switch features parental controls that let adults manage the content their children can access. For more information about other features, visit http://www.nintendo.com/switch/.

Game Rated:

Cartoon Violence
Comic Mischief

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Don’t Miss: 7 classic arcade games that can still teach developers lessons today

Many of us have fond memories of the arcade games of our youth. For a lot of us, dropping quarters into favorites like Pac-Man, Street Fighter, and Frogger was a formative experience, the basis for a life-long passion for video games.

The industry has grown leaps and bounds in the decades since arcade games dominated it, and those coin-op classics may seem quaint or simplistic in retrospect. But look past their age, and you’ll find games with tight controls, layered mechanics that are easy to grasp but difficult to master, inspired uses of music, and efficient storytelling.

There’s a lot that arcade games can teach developers today. With that in mind, we reached out to some industry luminaries and asked them to name some of their favorites that offer a masterclass in game design fundamentals.

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The 1982 arcade game published by Gottlieb, is a pop culture icon thanks to its memorable visuals, uncomplicated mechanics, and unintelligible profanity. It’s played on a single game board consisting of 28 cubes shaped into a pyramid. Using a single, four-way joystick, you start at the top and work to change the color of each cube by hopping between them. A handful of enemies are introduced gradually into the game to impede your progress. Predicting the enemy’s movements, and making use of escape routes, is necessary to successfully change all of the cubes and progress to the next stage.

“It’s beautiful in its simplicity and how its difficulty ramps with that ruleset,” said Chris Johnston, senior producer at Adult Swim Games. “And, of course, it perfectly imitates player frustration in death with Q*Bert’s trademark ‘@!#?@!’”

Takeaway: One simple concept, polished to perfection, can provide a fun and addictive experience.

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Richard Rouse, creator of the upcoming adventure game The Church in the Darkness, says everyone can learn something from Centipede and its interconnected “gameplay ecology.”

In Atari’s classic shoot-’em-up, every creature in the game interacts in some way with the mushrooms that randomly litter the screen. The centipede bounces off of them. The more mushrooms it hits, the faster it descends toward the player. Shooting the centipede creates more mushrooms. Spiders occasionally eat mushrooms they come into contact with, while fleas leave additional mushrooms in their path. Finally, scorpions poison mushrooms they touch, allowing the centipede to dive-bomb the player.

“This interplay of enemy types with the environment is perfectly balanced, with each element enhancing and changing how the other elements behave,” Rouse said, ”and once the player understands these interactions they can become a much better player.”

Takeaway: Centipede uses the synergy between its enemies and environment to add depth and strategy to its lightning-quick gameplay. 

Capcom’s 1993 side-scroller is a great early example of branching narrative, according to Mike Lee, design director on Smash+Grab at United Front Games. Based on the Dungeons & Dragons tabletop role-playing games and set in the Mystara campaign setting, it featured four common fantasy class archetypes (cleric, fighter, dwarf, and elf) fighting against iconic D&D monsters. Some of the game’s bosses included a regenerating troll, a beholder, an archlich and, of course, a dragon. Over the course of Tower of Doom’s story, the players made choices on how they wanted to progress. They could choose between Door A or Door B, for example, or they could choose to take a shortcut through the woods rather than following the path.

“Each choice has different story aspects and experiences that make you want to explore the whole storyline, which require you to play the game more than once,” Lee said. 

Takeaway: A branching narrative is a good way to give players agency and increase replay value.

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Contra, the 1987 run-and-gun action game from Konami, is a prime example of how power-ups can be used to fundamentally change how a player moves and attacks. 

The player begins the game with a rifle and unlimited ammunition. There are four other weapons in the game available as power-ups. There’s a machine gun, a laser gun, a fireball gun whose bullets form a corkscrew pattern, and a spread gun that sprays bullets in five directions. If the player sticks with the default rifle, however, they get two additional power-ups: a rapid fire upgrade and an invincibility barrier.

Although it can be tempting to pick up any of these power-ups when they appear, not every gun is ideal in every situation. “If you take the spread gun but need to focus fire on a single point, the game is much harder, as you need to be really good at dodging or evading while you fire at an end boss for what can feel like forever,” explains United Front Games’ Lee. “If you take the laser [which does narrow, single point damage] and the boss sends out large groups of low health enemies, you can quickly be overwhelmed.”

Takeaway: Contra’s power-ups are integral to its gameplay. They force players to strategize by choosing the right weapon for the right scenario.

“Good storytelling is efficient storytelling,” said Supergiant Games’ Greg Kasavin, and the 1987 beat-’em-up Double Dragon is a masterclass in what he calls “narrative punctuality.”

In the game’s opening moments, members of the Black Warriors gang kidnap Marian, the love interest of martial artist Billy Lee. Seconds later, he and his twin brother, Jimmy, are punching and kicking their way through the gang’s turf to get her back. This brief sequence sets up the game’s entire story without uttering a single line of dialogue.

“Some classic arcade games established conflict, characters, and atmosphere in mere seconds, using no words,” Kasavin said. “While this may have been due to a combination of factors, including technical limitations and the format’s requirement for quick play sessions, contemporary game developers still can go through the exercise of considering how to set up context for their games as quickly and richly as possible.”

Takeaway: When creating your game’s narrative, get to the point as quickly as possible.

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Classic arcade games can create an almost trance-like experience for the player through both their gameplay and presentation, according to Supergiant Games’ Kasavin.

One example of this is Gyruss, a shoot-’em-up released by Konami in 1983. The player, represented by a starship, moves in a wide circle around the screen and fires at enemy ships. Enemies move in swirling patterns and can fire back at the player’s ship or destroy it by contacting it. Once all enemies are destroyed, the player moves on to the next level. The game’s scrolling starfield begins at the center of the screen and spreads outward, creating the illusion of flying through space.

Although Gyruss plays similarly to other arcade games like Galaga, Gyruss is notable for its use of music. It uses a fast-paced electronic version of Johann Sebastian Bach’s Toccata and Fugue in D minor that continuously plays in the background as you progress through each intergalactic level.

“While it’s common for games to have music that changes from level to level, in Gyruss the music just plays on and on, and the stages transition seamlessly from one to the next,” said Kasavin. “Without the customary gaps, fade-outs, or pauses in the experience, the game’s intensity ratchets up and the player becomes that much more focused. The game feels purer for it.”

Takeaway: Like a shark, Gyruss is always moving forward, using its constantly-playing music and constantly-moving background to create one seamless experience.

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Like Gyruss, Sega’s 1985 rail shooter Space Harrier uses a quasi-3D background and constant movement to create a sense of flow. One of the earliest third-person shooters, it’s set in a surreal sci-fi/fantasy world filled with dragons, cyclopean mammoths, and flying robots. The protagonist flies around the screen and uses a laser cannon to blow up enemies and clear each stage.

“Stages transition seamlessly from one to the next, providing you with only brief moments to catch your breath. It feels like one continuous action-packed journey,” said Kasavin.

The original concept for Space Harrier, however, was very different from what eventually made its way to the arcades. It was supposed to feature a player-controlled fighter jet in a realistic military setting, but the idea was rejected due to hardware limitations. That’s when Sega developer Yu Suzuki stepped in to give the game its psychedelic sci-fi twist. It’s now considered to be one of Suzuki’s best works.

Takeaway: If an idea isn’t working, don’t be afraid to throw it out and try something utterly crazy.

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Konami is working on a live-action Contra movie and TV show

Konami has announced that its classic 1987 run-and-gun Contra is being adapted as both a live-action movie and TV drama.

Expanding into film is one way game companies have been working to broaden the appeal of their properties throughout the years, and Konami’s latest project is no exception. According to a press release, Konami says the project itself represents ways it is striving to use its library of IP in “multifaceted ways” for more than just game development.

The live-action renditions themselves are happening through a partnership with the Chinese video-production company Starlight Film, though both are set to see a worldwide release.

At this point, not much else has been revealed about the project but Konami says more details will be announced at a later date.

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Valve’s big Steam Curator overhaul aims to streamline key distribution

The Steam Curator overhaul first discussed at Unite Europe earlier this year has taken form as the Curator Connect program being launched into closed beta today.

The new program itself comes with a number of changes to the existing curator system across the board, but what game developers might be most interested in is how Curator Connect endeavors to make curators more accessible.

For one, Curator Connect gives devs the ability to search for curators by name, operating system, language, or curator-specified tags. Developers are then given details on each matching curator, including their follower counts and linked social media accounts to verify their identity.

But one of the most beneficial changes introduced through the system is the newfound ability for devs to send game copies to a list of selected curators directly through Steam itself rather than the traditional method of sending keys out via email.

In addition to cutting out some of the legwork, the curation overhaul adds some extra security for developers that might be wary about illegitimate review key requests and Steam keys falling into the hands of key resellers. 

Right now, Valve is opening the program up to a few dozen curators to pull in some early feedback ahead of the full Curator Connect launch at an undetermined day a few weeks from now. More details on the coming changes can be found over on Valve’s blog