Posted on Leave a comment

Keywords acquires software development specialist d3t for $4M

Game service provider Keywords has acquired software development company d3t ltd for £3 million ($3.96 million).  

According to GamesIndustry.biz, the Irish outfit will hand over £2.4 million ($3.16 million) upfront and issue 42,368 new ordinary shares to pay off the remainder. 

It’s the latest in a long line of acquisitions and investments for Keywords, which is attempting to become a global one-stop-shop for all manner of game services. 

Based in the UK, d3t specializes in HD re-mastering, porting, optimization, rendering, and game systems development. Since its inception in 2011, the company has worked on projects for clients including Sony XDev, SEGA, Codemasters, and the BBC. 

Keywords most recent purchase saw the company nab four french audio recording and localization firms. Prior to that, it expanded its art service line-up with the $6 million purchase of Strongbox, and picked up GameSim to move into the world of software engineering. 

“The acquisition of d3t complements our recent acquisition GameSim’s capabilities to extend the services, scale and geographical presence of our Engineering offering,” said Keywords CEO, Giacomo Duranti. 

“With increasing demand in the video games industry for reliable, high-quality outsourced software engineering services, we are building a strong offering to support our clients globally.”

Posted on Leave a comment

Nintendo Switch surpasses 2M sales in the U.S.

Newsbrief: The Nintendo Switch has sold over 2 million units in the U.S. alone, according to the latest NPD figures. 

September also marked the Switch’s third straight month as the best-selling current-gen console in the States, which is the fifth time it’s held the top spot since launching in March. 

It’s an impressive achievement for the hybrid console, especially when you consider it’s yet to see its first (presumably bumper) holiday season. 

According to Nintendo’s official figures, worldwide Switch sales totaled 4.7 million units as of June 30, 2017. 

Of course, those numbers are over three months old, and if the console has already surpassed 2M sales in the States, it’d be fair to assume worldwide sales have also seen a healthy rise.

Posted on Leave a comment

Fire Emblem Warriors for Nintendo Switch and New Nintendo 3DS launches on Oct. 20

Fire Emblem Warriors for Nintendo Switch and New Nintendo 3DS launches on Oct. 20

When the Fire Emblem Warriors game launches Oct. 20 for the Nintendo Switch and New Nintendo 3DS family of systems, it will do so with a wealth of content and action-packed gameplay. The new game offers a twist on the acclaimed Fire Emblem series by uniting fan-favorite characters from Fire Emblem history to participate in over-the-top battles focused on real-time, tactical action rather than turn-based strategy.

Fire Emblem Warriors offers action-filled combat through an epic campaign starring more than 20 playable warriors, including two new characters, Lianna and Rowan, battling alongside beloved heroes like Marth, Lyn, Xander, Corrin and Chrom. Fans who want to get even more out of the game can download the free DLC Japanese voice pack and free software update on launch day, as well as purchase upcoming DLC.

“Whether you are a super fan of the Fire Emblem franchise, new to the series or played and loved the previously released Hyrule Warriors game, Fire Emblem Warriors offers a fantastic adventure filled with great gameplay,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “The action-filled game is another solid addition to the Nintendo Switch and Nintendo 3DS lineups.”

At midnight ET on Oct. 20, both the free DLC Japanese voice pack and a free software update will go live. The DLC voice pack adds the ability to experience the game with Japanese voice audio and English subtitles. The free software update adds battle results to the game’s History mode and a new feature for sorting in-game weapons.

Starting in December, a series of three paid DLC packs will also release for the game. The first DLC pack launches in December, the second in February and the third in March, with each pack adding three new playable characters, three new History scenarios, new costumes, new weapons and new support conversations inspired by Fire Emblem Fates, Fire Emblem: Shadow Dragon and Fire Emblem Awakening, respectively. Each DLC pack will cost $8.99, but a Season Pass can be purchased starting on Oct. 20 for $19.99. The Season Pass includes all three DLC packs, which become available as they release, as well as a bonus bridal costume for Lucina that can only be obtained by purchasing the Season Pass.

Fire Emblem Warriors launches for Nintendo Switch on Oct. 20 at a suggested retail price of $59.99. A special edition will launch exclusively for the Nintendo Switch system on the same day at a suggested retail price of $79.99. The special edition includes the game, a premium character-card set with a slip case, a double-sided poster and a three-CD music set. The game also will launch on Oct. 20 for New Nintendo 3DS, New Nintendo 3DS XL and New Nintendo 2DS XL systems at a suggested retail price of $39.99. (This version of the game is only playable in 2D.)

Also launching on Oct. 20 are two new amiibo figures based on popular characters Tiki and Chrom from the Fire Emblem series. (Each figure is sold separately at a suggested retail price of $12.99.) These, along with other compatible Fire Emblem themed amiibo figures, including Marth, Ike, Robin and Lucina, grant players weapons or in-game materials when tapped. All other available amiibo figures are compatible as well. Up to five different compatible amiibo figures can each be tapped once per day.

For more information about Fire Emblem Warriors, visit http://fireemblemwarriors.nintendo.com/. For information about the game’s upcoming DLC, visit http://fireemblemwarriors.nintendo.com/dlc/.

Remember that Nintendo Switch and the Nintendo 3DS family of systems feature parental controls that let adults manage the content their children can access. For more information about other features, visit http://www.nintendo.com/switch/ or http://www.nintendo.com/3ds.

Game Rated:

Suggestive Themes
Violence

Posted on Leave a comment

Nintendo Switch update brings video capture and more

Nintendo Switch update brings video capture and more

The latest system update (4.0.0) for the Nintendo Switch™ console is here, bringing with it the ability to record 30-second video clips and share your great gaming moments with friends.

To capture video in compatible games, hold down the capture button during gameplay. This will create a video clip of the last 30 seconds. You can then view the saved videos in your album, trim the beginning and end of each clip, and post videos to your Facebook page and Twitter feed.

Currently you can use this feature in the following games:

  • The Legend of Zelda™: Breath of the Wild (version 1.3.0 and later)
  • Mario Kart™ 8 Deluxe (version 1.3.0 and later)
  • ARMS™ (version 3.1.0 and later)
  • Splatoon™ 2 (version 1.1.1 and later)

The system update also includes:

  • New profile icons featuring characters from the Super Mario Odyssey™ game and The Legend of Zelda: Breath of the Wild game (check out all the mustaches).
  • The ability to transfer user profiles and save data to another Nintendo Switch system. You can find this feature in System Settings –> Users –> Transfer Your User and Save Data.
  • A pre-purchase option is available for certain games on Nintendo eShop for Nintendo Switch. This option also lets you pre-load the digital version of a game to your device, so you can play right away when the game is released. (The pre-downloaded game won’t be playable until its official launch.)
  • Additional adjustments and features for a more pleasant user experience.

If your Nintendo Switch is connected to the internet, it will download the update automatically. You may also start the update from the System Settings menu, if needed. For the full list of updates, please visit support.

Posted on Leave a comment

Now Available on Steam – Campfire Cooking, 15% off!

Campfire Cooking is Now Available on Steam and is 15% off!*

Campfire Cooking is a puzzle game about relaxing moments in nature, as you prepare meals over a warm fire. Follow a family’s vacation to beautiful and exotic hiking trails. Listen to stories, toast marshmallows, simmer fondue or play with magnets until each meal is ready to eat.

*Offer ends October 25 at 10AM Pacific Time

Posted on Leave a comment

Blog: How EVE Online changed the design of citizen science games

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


In my first post, I introduced briefly a collection of games that let players contribute to science. They are called citizen science games. They are a collaboration between players and scientists to solve real scientific problems using gameplay or game elements. For my second post, I was about to focus on Project Discovery, which became one of the most successful citizen science project integrated in EVE Online, the biggest sci-fi themed massively multiplayer online game. I realised that I wanted to start by giving some context and after writing more than a thousand words with no mention of EVE, I decided to split the article into several articles. Today, I’ll cover some differences in the approach scientists take to make their games depending on the question they are trying to answer. I’ll raise some problems citizen science games are facing. I’ll also show how the game industry, well, EVE Online so far, started tackling some of these problems.

Classification, interpretation, interaction

In her book,Knowledge games, Karen Schrier proposes a first categories of games. Two categories involve players processing and sometimes interpreting data. Cooperative contribution games invite players to classify, categorise or identify subjects, such as images, graphs, pictures. Often, the same subject is shown to many players and their answers are aggregated until a consensus is reached. In analysis distribution games, players must also provide a certain interpretation of the collected data. For this second category, Karen Schrier used the example of Apetopia. Players navigate through gates which colours match the colour of the sky, they avoid obstacles and collect coins. The players’ choices of colour provide data on how the shades of colour are perceived by humans. Scientists train a neural network and try to model the collected data in order to develop better colour metrics.

Another category is related to players solving complex computational problems by forming heuristic strategies and sharing their strategies with other players, scientists and computers. Researchers then study how players came up with different solutions to develop algorithms that can be shared with, used and processed by computers. The interaction can be pretty simple in a game like Quantum Moves. Players drag and drop an atom, represented as a wave, to a target area. They have 20 seconds to move the atom, keep the shape stable and release. The trick is that the wave behaves in its own quantum way. In a game like Foldit, the number of tools and possible interactions with the protein is… let’s just say huge and much more complex, for now.

Apetopia (left) uses player's perception to train a neural network. In  Quantum Moves (right), players find solutions to quantum computer optimization.

Apetopia (left) uses player’s perception to train a neural network. In Quantum Moves (right), players find solutions to quantum computer optimization.

 

‘Casual’ or not

Some citizen science games are pretty ‘hard-core’ in the sense that they are knowledge intensive, have a big learning curve and/or have challenges that can take a long time for players to solve. This is the case of the browser game EteRNA, which lets players fold RNA molecules. The developers at Stanford just released a new series of puzzles aiming at making gene editing with CRISPR ‘smarter and safer’. They are hoping to get around 100,000 RNA design solutions by the end of October. However, to contribute to this challenge, players must first earn 10 tools, and to earn these tools, they must complete about 120 puzzles. This represent hours (read weeks) of training. Benjamin Keep, PhD student in the learning sciences and former Eterna developer, explained to me that the community creates so much knowledge, this can become intimidating for new players:

“The project never “slows” down, so incoming volunteers have to play catch up, while experienced volunteers, who have logged thousands of hours and been doing this for 4+ years are already on to the next idea.  This also means there’s no way to contribute to the project casually”.

Colony B, on the other hand, is much more ‘casual’. In this mobile game, after a one minute tutorial, players start identifying clusters of bacteria, drawing circles around them before the timer expires. Learning more about these clusters allows researchers to figure out links between microbiome and human diseases. There is no perfect solution when clustering bacteria. Different solutions are good for the different criteria scientists use to estimate the quality of a cluster. When enough players have worked on a puzzle, the puzzle is removed. When I asked Jérôme Waldispuhl, associate professor in Computer Science at McGill University and project leader for Colony B and Phylo, about the level of scientific knowledge available in game, he explained that players can progressively learn about bacteria by unlocking badges. Their approach was to make the game accessible to a broad base of players and to gather scientific data early on:

“Our model is really benefiting of every participants. Even casual players answers make a difference.”

 

My attempt to solve the last puzzle to unlock a second tool in EteRNA (left). My design doesn’t match the expected design shown on the top left (But… how…??). On the other side (right), in Colony B my suggestion of cluster made me beat the best score within a few seconds of gameplay.

 

From subjects, to scientists, to experts

In citizen science games, players either become subjects participating in ‘online studies’, or they act as scientists. For example, there are currently two games advancing dementia and Alzheimer’s research. Dementia decreases cognitive abilities in more than 45 million people today and there is no cure for it.

In Sea Hero Quest, players generate valuable data about the mental process of 3D navigation by sailing their boat through mazes and by firing flares towards a target. The game records anonymously player’s sense of direction. Last year’s result showed that sense of direction declines consistently across the lifespan. Having a record from millions of players of this normal decline could help develop better tests to diagnose dementia.

Volunteers don’t provide data in Stall Catchers, but they help analyse the data. They look for stalls, clogged blood vessels that reduce blood flow in the brain. By reporting these stalls, they allow researchers to answer scientific questions about Alzheimer’s disease quicker. In Reverse The Odds, which I describe a bit more further down, volunteers were also assisting researchers by examining cancer cells. In this 2 minutes video, Anne Kiltie, scientist at Cancer Research UK, explains that patients are confronted with difficult choice of treatments. Analysing slides in the lab can give ideas of what treatment might better work, but the analysis is time consuming. By bringing players to that process, scientists could look at far more samples than they could do in the lab.

“The citizen scientists are doing exactly the same thing as we are doing. They are determining whereas there are tumor cells in the sample, of the tumor cells, how many of them are actually stained up for the protein, and then how intensely are the stains.”

Benjamin Keep explains that, in the case of EteRNA, some players, who sometimes call themselves “amateur scientists” (in the sense, non-professional / unpaid scientists) became experts in RNA design. A recent challenge was to design RNA molecules that could detect tuberculosis. While professional scientists in their lab couldn’t design a molecule that worked well, players manage to detect a 3-gene signature that indicates active tuberculosis. These molecules still need to be tested under different conditions to see if they actually work when applied.

“The experience volunteers have – looking at lab test results, interpreting them, building theory off of them, etc. and exploring computational models through the interactive simulation – has really created a different kind of (complementary) expertise to professional scientists.”  

Game, gamification, separation

In my first post, I also introduced the different design approach reported by Sande Chen in her article. She described three ways of making citizen science games. One way is to design a game around a scientific problem. The gameplay is what helps solve the problem. Another way is to gamify the scientific problem. There is no real gameplay, but game elements have been added to the problem. A less common approach, so far, is the separation between gameplay and scientific problem. It seems that the first citizen science game designed around this third approach was Reverse The Odds.

This mobile game was a collaboration between Cancer Research UK and Channel 4. Player’s goal was to assist some colourful creatures, ‘The Odds’ , which population was declining. Players could play mini-games, upgrade and restore the Odds’ land. To improve their lands and unlock the puzzle games, players had to earn potions. Potions regenerated with time, but could also be earned by entering the lab to examine cancer cell slides. This game, which goal was to help prescribe more accurate treatment for future patients, is now closed. Colin Macdonald, Head of All 4 Games, explains that the game was commissioned around a TV programme. They had managed to commission some updates after the programme ended. The funding then came to an end so after players worked through the last datasets, the game had to be taken down.

 

In Reverse the Odds, players could solve puzzles (left) to improve their land (middle). To upgrade the land, they needed potions that regenerated with time and that could be earned by analysis real cancer slides (right).

 

So where was I going with that?

Aaaand EVE Online!!

These citizen science games are free to play, and to my knowledge, none of them intended (is allowed?) to monetise. The development and maintenance costs depend on grants, funding, charity, donations. I don’t think scientists count with a big marketing budget to promote their game and reach out new players. Keeping players engaged requires a well-designed core loop, motivational factors, but also time and energy for the development team (sometimes the same scientists doing the research). In most citizen science projects, games included, the participation follows the 90-9-1 rule where only a tiny percentage of players makes most of the contributions. Benjamin Keep explained:

“Really, if you took away just a handful of players, the project would be crippled.”

Acquisition, engagement, retention issues are issues that Attila Szantner, passionate about games and citizen science, had noticed and decided to tackle. Him and his friend Bernard Revaz firmly believe that mainstream games can be a solution for some types of citizen science projects. They can harness players’ skills and time to help solve real-world issues. They created Massively Multiplayer Online Science (MMOS) to connect scientific research and games. They convinced CCP Games, EVE Online developers, to team up for the project and together they launched Project Discovery. In their pretty hard-core game, EVE players cooperatively help classify real scientific data. Using the same tools than biologists at the Human Protein Atlas, or astronomers at the University of Geneva, they contribute to science and accelerate biomedical and astronomical research projects. Project discovery is the first citizen science activity perfectly integrated in a well-established MMO. With millions of real scientific classifications, EVE Online players made of Project Discovery one of the most successful citizen science project. But I can’t say too much now. The whole story will be explained in the next article!

Thanks to Benjamin, Jérôme, Colin, Karen and Attila who have always taken the time to answer to my questions for the last 2 years. 


This post was first pusblished on my website, citizensciencegames.com. Twitter accounts: @Claire_csg and @CS__Games

Posted on Leave a comment

Registration is now open for GDC 2018!

Good news, everyone: Game Developers Conference 2018 is now open for registration!

Join the global game development community for an unparalleled week of education, inspiration and networking at GDC.

View GDC 2018 passes and prices and register early to get the best price. Plus, some passes have limited quantities — so if you’re interested, don’t wait!

GDC 2018 will take place March 19th through the 23rd at the Moscone Center in San Francisco, CA. As always, GDC Conference tracks span all major facets of game development – from in-depth business strategy to hardcore design and programming sessions.

The conference will host deep dives into key topics in GDC Summits and Tutorials – spanning indie, mobile, UX, narrative & many more deep dives, as well as VRDC@GDC, focused on virtual and augmented reality for games and entertainment.

This year, VRDC@GDC access is included in the All Access Pass, and can also be added on to a GDC Conference+Summits, GDC Conference, or GDC Summit pass.

Alongside all this, the GDC Expo will showcase all of the most relevant game development tools, platforms and services helping to drive the industry forward, alongside a raft of country-specific pavilions, playable games in the GDC Play area, and more.

GDC 2018 will also host curated interactive spaces, including the popular Alt.Ctrl.GDC alternative controller exhibit (which is still seeking submissions), the Indie Megabooth Showcase, the Day of the Devs game lounge, and the GDC Retro Play retro gaming area (which is also accepting submissions)!

GDC will also feature the 20th annual Independent Games Festival, the longest-running and largest festival relating to independent games worldwide, where original games compete for the attention of the publishing community, and the 18th annual Game Developers Choice Awards, the premier accolades for peer-recognition in the digital games industry. So don’t delay — come join us!

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

Gamasutra and GDC are sibling organizations under parent UBM Americas

Posted on Leave a comment

Now Available on Steam – The Gallery – Episode 2: Heart of the Emberstone

The Gallery – Episode 2: Heart of the Emberstone is Now Available on Steam!

After receiving your Gauntlet, a mysterious new power in the palm of your hand, you must travel to Ember, a long-forgotten world whose past holds many secrets. Find Elsie, uncover the history of Ember, and reveal the true intentions of the dark figure in the Starseed.

Posted on Leave a comment

Now Available on Steam – A Mortician’s Tale, 20% off!

A Mortician’s Tale is Now Available on Steam and is 20% off!*

A Mortician’s Tale is a narrative-driven death positive video game where you play as a mortician tasked with running a funeral home—preparing the cadavers of the deceased (via embalming or cremation), attending their funerals and listening to their loved ones’ stories, and running the business.

*Offer ends October 25 at 10AM Pacific Time