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PlayStation clarifies how its voice chat reporting tool will work on PS5

An unannounced PlayStation 5 feature became known to the world thanks to the latest PlayStation 4 firmware update, but the PlayStation team wants to assure its users that the new tool doesn’t mean it’ll be listening in on voice chats.An unannounced PlayStation 5 feature became known to the world thanks to the latest PlayStation 4 firmware update, but the PlayStation team wants to assure its users that the new tool doesn’t mean it’ll be listening in on voice chats.

The feature itself looks like an interesting attempt to expand the system-level tools that fight against online toxicity, though the unintentional reveal didn’t do much to set players minds at ease.

In the clarification shared to the PlayStation Blog, global consumer experience VP Catherine Jensen explains that the new PlayStation 5 reporting tool aims to let players report verbal harassment experienced through voice chat.

The feature quietly debuted through the PlayStation 4’s 8.00 system update due to the fact that PlayStation 5 users can participate in chats with PlayStation 4 users and as such the update needed to include an advisory about the PS5 feature.

The tool won’t record and retain voice conversations indefinitely; rather, Jensen explains that it’ll capture a 40 second long clip for the PlayStation team to review and only if the chat occurred in the last five minutes.

Interestingly, only half of the 20 second clip is the selection chosen by the reporting party. PlayStation says the tool is set up to also capture and include the 10 seconds both preceding and following the selected conversation, likely to ensure some of the context is preserved once the voice clip is passed along to the moderation team.

“These reports can be submitted directly through the PS5 console, and will be sent to our Consumer Experience team for moderation, who will then listen to the recording and take action, if needed,” says Jensen. “Some submitted reports won’t be valid, and our team will take this as an opportunity to provide guidance and education.”

It’s also worth noting that PlayStation won’t let its users opt out of the feature, a decision Jensen says was made because “we want all users to feel safe when playing with others online, not just those who choose to enable it.”

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Don’t Miss: Crafting GoNNER’s modular abilities

Raw Fury‘s late 2016 release Gonner is beautiful-ugly, violent-cute, hard-as-nails platformer in which you run and shoot your way through generated levels. Along the way, you meet Death, a maternal whale and a host of bizarre enemies, all against an abstract soundscape of intestinal gurgles and splattering. The game was warmly received when it debuted on PC, and it found a whole new audience this summer when a Switch version appeared.

“It’s the least planned thing that I’ve ever done,” says programmer and designer Mattias ‘Ditto’ Dittrich. As distinctive and coherent as the final game is, it’s fitting that something so weird should have grown so organically.

But it’s still surprising to learn that its key feature was almost completely accidental. Namely, the modular way it defines your character’s abilities through three wearable items. The head relates to your health and gives passive abilities. The gun shoots projectiles, and the backpack performs a specific action when you hit a button.

Together they comprise a build you’ll be playing for your run. Gonner has strong roots in Rogue-likes, especially Spleunky’s take on the form, but it veers away from them in one important way. If the Rogue template is to build your character with skills and items that you find as you play, in Gonner you fundamentally choose your build at the start of your run.

But they’re not fixed. The important thing about Gonner ‘s items is that you can drop them. Lose your gun or backpack and you can’t use them. Lose your head and you’ll die from the next hit. From this simple rule Gonner finds challenge, surprising strategy, and a lot of its individual character. 


After dying in Gonner, players must reassemble their component parts before returning to the fray.

“I thought, what if the head is an item that you can pick up and use for stuff? And that naturally became having different kinds of heads, and obviously, they would give you different abilities.”

And it all came from an art mistake. Ditto draws every asset in white for the game, using code to colorize them, and he wanted the character’s head, a skull, to be a different color from its body. But while testing it, he moved the character and saw the skull falling off the top of the body because he’d forgotten to connect them properly.

“I was like, oh shit, that’s really cool,” he says. “What if the head is an item that you can pick up and use for stuff? And that naturally came into having different kinds of heads, and obviously, they would give you different abilities. And then it just evolved. The gun should be replaceable as well. It had this snowball effect.”

The function of the guns was obvious. They’d shoot projectiles in different ways. But the heads were more difficult to plan. At first they granted stat bonuses, allowing bigger jumps, faster running, more health, shooting faster. “That turned out to be super boring. You just end up picking the highest stat, and no matter how much you try to balance, there’s always going to be the best one and you never look back.”

So he and his collaborators, sound designer Martin Mathiesen Kvale and composer Joar Renolen, began to discuss abilities they’d like in the game. They felt that, even if they found a favorite, players would find it far more interesting to experiment with heads if they had very different abilities, just to see if they had a benefit. But more than that, the ideas they came up with also transform the way the game plays.

“Headless, gunless and backpack-less, your character devolves into a blob with a few seconds of invulnerability until it turns humanoid again. Until you get your head back, it’s game over if you get hit, and until you get your gun, you can only jump on enemies’ heads to defeat them.”

There’s Gun Head, for example, which shoots bullets as you fire your actual gun, and grants you just one hit point. “It’s a super glass cannon, but it does a bunch more damage so it’s more interesting for someone who’s played the game a lot and is aggressive and going for score. That balance is cool, it gives the game a difficulty level, even though it doesn’t have one.”

Flame Head causes enemies to explode when they die, and makes you immune to explosions, and gives you two hit points.

The teddy bear-esque Flip Head gives you a triple jump, spinning the character 360 degrees on the third jump, so you can fire at angles other than horizontally. “It just made us laugh, because we started doing backflips and shooting enemies below and it felt badass.”

On your first play of Gonner, you have the Skull Head, which at five hit points has the most health of all the heads in the game. Skull Head’s reservoir of health gives a new player a chance to get through the first level while also teaching them one of the game’s core rules, which is that whenever you get hit, you drop all your items. 

This is where the modular nature of Gonner’s abilities comes into focus. Headless, gunless and backpack-less, your character devolves into a blob with a few seconds of invulnerability until it turns humanoid again. Until you get your head back, it’s game over if you get hit, and until you get your gun, you can only jump on enemies’ heads to defeat them.

These panicky few moments of powerlessness can lead to both hard luck and hard decisions. If it’s too dangerous to get to your head, or if it falls off a platform and into the void, you’ll have to play on until you find it located somewhere on the next level.

“That is definitely a trope I love from other Rogue-likes that I blatantly stole. If you can’t lose an object, it’s not going to feel valuable to you.”

“I’ve seen so many people jump after their head because they think they can pick it up again, but it teaches you,” Ditto says, laughing. “That is definitely a trope I love from other Rogue-likes that I blatantly stole. If you can’t lose an object, it’s not going to feel valuable to you.”

Still, he feels the way items respawn is a bit ‘shoehorned’, because it can leave players in no-win situations and can also be exploited. If you’re low on health, you can intentionally lose your head and get a new fully stocked up one on the next level. “But I think that’s also fine because of the nature of Rogue-likes. If you feel you can break the game it feels like a good Rogue-like.”

The Skull Head can be a hard introduction to Gonner , which never directly explains how to play or what items do. “I want you to learn immediately that you lose your items when you get hurt, but then you get the Brick Head in the second level or so,” Ditto says. Brick Head is the key to players’ ongoing education, because it prevents you from dropping your items when you’re hit, smoothening out the learning curve even if it only gives you three hit points. “From that point on, we just came up with a bunch of fun ideas that made us laugh.”

“Despite the variety in all the items, Ditto felt pressure to encourage players to experiment outside their comfort zones. Having played a great deal of Spelunky’s Daily Challenge mode, he wanted one in Gonner.”

The backpack abilities were harder to design. Each one is active, mapped to a button and put on a short cooldown when used. “Since nothing is ever explained in the game, everything has to be very obvious for it to work,” says Ditto. The first backpack you have is the Ammo Bag, which reloads your gun, which is normally only reloaded when you collect yellow pickups dropped by enemies when they’re defeated.

Since reloading is a simple and familiar concept to most experienced players, the team’s intention was for it to help them get used to using the backpack’s ability, ready for when they equip the next one, Shark Fin, which lets loose a barrage from the gun.

The other backpack abilities match the wide dynamic range that the heads have. Ball launches you high in the air, Oxygen Tank freezes all enemies for a moment. Some are as dangerous to you as the enemies, like Lil Chicky, which encircles you with explosions. And, together with the heads and guns, each can become part of a strong build that can take them through the game.

Still, despite the variety in all the items, Ditto felt pressure to encourage players to experiment outside their comfort zones. Having played a great deal of Spelunky‘s Daily Challenge mode, Ditto wanted one in Gonner and team realized that it was the perfect place to show off randomized builds, often with items that haven’t been unlocked in the main game. 

“Balance is a matter of engineering diversity, making every item viable (more or less, given Poop Head, which turns everything brown and gives you no hit points).”

That means, of course, that some builds require a lot of experience and skill, or are simply terrible. But just like the item dropping mechanic, it only supports what Ditto was going for.

“One of my favorite parts about Rogue-likes is that each game is half an hour and it doesn’t really matter if the game hurts you badly. Imagine playing a regular game and four hours in you realize you dropped your sword or whatever and you can’t get it back again. It just feels so plastic in games where you don’t have that risk.”

“You don’t value items because you know the game isn’t going to fuck you over. It’s like they’re scared you’re not going to like their game, or that if people get upset at your game it means your design is bad. But it feels like Rogue-likes get away from that because you can restart your game and not lose any progress.”

Gonner is a hard game and it’s perhaps sometimes not fair, but it’s balanced. Ditto took the StarCraft approach, where balance is a matter of engineering diversity, making every item viable (more or less, given Poop Head, which turns everything brown and gives you no hit points). Some of this balance had to be made after its Steam launch, when the team discovered that every top place on the leaderboard was taken by builds using the lightning gun and Brick Head.

And it’s also still strange, warm and silly where it counts. You start out a run in the main game by visiting a gramophone-listening Death and having him pluck your choice of unlocked head from his tree before grabbing a gun and backpack from hatstands on the way to the exit.

“The tree itself is inspired by this Norwegian comic Martin sent me, Stand Still Stay Silent, where Vikings walk into a graveyard and in the middle there’s a huge tree and from every branch there’s a skull from a different species of animal and it looks completely grotesque and so fucking cool. He was like, we need to have this in the game.” 

And naturally, you can walk right through Death’s place and never pick up a thing, and play, unable to shoot, take a hit or do anything special. “A lot of the decisions in this game are from weird conversations that make us laugh.”

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Oculus Quest 2 quietly drops support for Oculus Go games

Facebook quietly dropped support for Oculus Go games and apps from the Oculus Quest 2’s feature set, essentially cutting an entire library of games made for the mid-tier Go headset off from any new VR adopters moving forward.

There wasn’t much of an official announcement. Instead, Oculus consulting CTO John Carmack noted the end of support in tweet spotted by the Road to VR team today. In that tweet, Carmack said that he “totally lost the internal debate over backwards compatibility” and that the Quest 2 doesn’t offer Go emulation because of it.

Oculus-parent Facebook announced plans to bring Oculus Go emulation to the original Quest headset last year, and started to wind down support for the standalone Oculus Go headset just a few months back. With all that in tandem, Go game developers might have had some peace of mind that their apps could live on through emulation on still-supported headsets, but it looks like that won’t be the case.

Given that the Quest 2 is Oculus’ official, and really only, entry point for new VR users, this means that any new adopters won’t be able to purchase or download apps for a system that Oculus just last year called “a game-changer” that “opened up VR to many more people” and “helped redefine immersive entertainment.”

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Sponsored: Learn how AI can help counter disruptive online behavior in this free webinar

Presented by Google Cloud

All multiplayer games have friendly banter, but sometimes players take it too far. Disruptive behavior and environments can alienate players and even make some players abandon the game, but it doesn’t have to be that way.

Join experts from Google Cloud and Improbable for a webinar, Countering Disruptive Behavior in Online Gaming, on Tuesday, November 17 at 12 PM ET. In this session and its following Q&A, experts from Google Cloud and Improbable will offer insight into how game developers can use machine learning to identify and mitigate disruptive behaviors in online games.

Patrick Smith

   Patrick Smith
   Machine Learning Solutions Lead
   Google Cloud for Games

Patrick Smith is the Machine Learning Solutions Lead for Google Cloud for Games, where he works on the strategy and development of industry specific solutions to bring the best of Google’s AI research and technology to game developers. Prior to Google, Patrick lead and worked on a variety of data science and machine learning teams in the sports, financial services, and US Federal spaces. He is a long-time data & machine learning educator, publishing a book and teaching classes on the topics.

David Armstrong

   David Armstrong
   Head of Data Science
   The Multiplayer Guys

 

With a career-long focus on multiplayer games, I’ve taken a keen interest in how social play impacts KPIs and what new ideas can be brought to the current social space. Former projects include: Star Wars: The Old Republic, Elder Scrolls Online, Sniper Elite Franchise and SkySaga.

Moderator: Alissa McAloon

   Moderator: Alissa McAloon
   News Editor and Associate Publisher
   Gamasutra

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EA Motive boss: ‘player autonomy’ is key to studio’s future

EA Motive general manager Patrick Klaus has told Gamasutra that as the Montreal-based studio gets ready to ship its briefly-teased original game, it will be relying on “player autonomy” to drive the success of its future games. It’s an indicator of where the studio plans to take after the success of Star Wars: Squadrons.

Klaus spoke with Gamasutra after releasing a new mission statement for Motive last week that comes after years of operating in a support role for other EA projects, while changing leadership shifted the direction of the studio’s in-house games.

Going forward, Klaus says that Motive will be making games that “empower players to create, experiment, live and share their own unique stories.”

What’s eyebrow-raising about that mission statement is that it doesn’t appear to describe the development conditions that gave birth to Squadrons: a flight simulator that favors multiplayer competition and skill mastery.

Klaus discussed that discrepancy, explaining that Squadrons’ birth as a passion project is meant to act as a foundation for what comes next for the company. “It builds a foundation, it builds a team, it gives confidence in our ability and appetites, to start doing different things beyond that,” Klaus asserted.

The EA Motive CEO’s messaging push feels like the first glimpse of a Star Destroyer emerging out of the gaseous clouds of Yavin IV (let me have this it’s been a long year) for a studio that’s spent half a decade working towards shipping original games.

Klaus explained that since his arrival, Motive’s goal has been to rely on small teams to iterate on the building blocks of what a large, original game might look like, in order to manage costs and prepare to “double down” on what might be a shippable product.

“In the pursuit of innovation and trying some unique and fun gameplay, we’re going to make sure that the teams are small and the monthly spend was relatively low,” said Klaus. “So that it [can be] a safe, a safe place for the developers to innovate without having the pressure of time or the pressure of a big milestone.”

With the tease of Motive’s new game during the 2020 EA Play event, it would appear that the company is finally working to expand those teams and work toward shipping games with new intellectual properties, something the studio has been working toward since its launch in 2015.

Klaus also confirmed that EA Motive’s future has diverged from that of Motive Vancouver, which was founded in 2018. “We we get on extremely well with our colleagues in Vancouver, but we are now two separate entities with separate production plans,” he said.

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Claim free in-game rewards in Summoners Glory: Eternal Fire this weekend

Summoners Glory: Eternal Fire, BHG team’s first ever game, launches this Sunday on October 18. Blending together the turn-based, hero collector, PVP, and MMORPG genres, Summoners Glory: Eternal Fire aims to immerse players in the world of Kairasia as they battle against Morganter, the Demon Lord.

Morganter’s reign of terror on the people of Ertos looked like it would be the end of civilisation as they knew it, but the Goddess of the Initial Fire stepped up just in time. Shining her light of hope on humanity, the heroes of Ertos felt the power of the Initial Fire. With the leadership of the Gods, the heroes of Ertos face Morganter for the final time. As a Phantom Master, it’s up to you to bring peace to Ertos once and for all.

In this dungeon crawler, you assemble a squad capable of toppling Morganter. There are hundreds of unique heroes scattered around the world called Phantoms. Defeating these powerful Phantoms may lead them to pledge their allegiance to you, so it’s worth battling these strong opponents once you have prepared for battle.

If you start playing Summoners Glory: Eternal Fire, be sure to enter code PocketTactics at the character creation screen to get some powerful in-game rewards. The items include experience buffs, summoning books, an SS Rank Phantom, and even gold. Don’t worry, this code doesn’t expire so feel free to use it at any point.

[youtube https://www.youtube.com/watch?v=meNAwL9FfSc?modestbranding=1&rel=0&feature=oembed]

Summoners Glory: Eternal Fire will be arriving on Android and iOS devices at the end of the week. Players can pre-register their interest to play on the Google Play Store and App Store right now.

Want to play a different MMORPG while you wait for Summers Glory: Eternal Fire to launch? Check out our best mobile MMORPGs guide which highlights some of the best games available on Android and iOS.

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Video: Why your game community is now a marketing asset

In this 2018 GDC session, PlayBrain’s Mike Sheetal explains how Frictionless Marketing is turning community teams into the core of the marketing department. 

This session will cover some of the new media strategies emerging from community activities and how to execute them. For developers looking to grow their playerbase by capitalizing on their community activities, this talk is for you!

In addition to this presentation, the GDC Vault and its accompanying 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 or VRDC 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.

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Sharpen your storytelling skills for games in this GDC Masterclass

Writers and game designers! Veteran game writer Susan O’Connor has a GDC Masterclass for you.

It’s no secret that telling great stories in games is a titantic task, one that requires cooperation from every part of the team. Why not streamline that task with great practical lessons from an industry veteran?

This December, GDC Narrative Summit co-founder Susan O’Connor (who has a whopping 25 games under her belt) will teach you reliable techniques for game storytelling that will support you no matter what kind of game you’re working on.

Even better, she’ll help you create a vocabulary of terms that will help writers and and designers on your team connect and collaborate to achieve a common goal: a great story that can support and be supported by your core game design.

Here are some other key takeaways from O’Connor’s class:

  • Learn which questions you should be asking about a game’s story from a writer whose writing credits include franchises such as BioShock, Far Cry, Tomb Raider, and more.
  • Discover ways to build a story around gameplay.
  • Learn how to better understand the player’s mind so you can deliver the best story possible.
  • Find out what writers need to know about game design and what designers need to know about story.
  • Discover techniques for how writers and designers can consistently find common ground and work together to make better games.

As your instructor O’Connor also brings the knowledge and insight she’s picked up as an educator at UT Austin. You won’t just get industry experience, you’ll be guided by an expert who knows how to turn practical lessons into teachable moments.

Register for this day-long seminar before all the seats are taken!

For more information on the GDC Masterclass program, be sure to visit our website or subscribe to regular updates via FacebookTwitter, or RSS.

Gamasutra and GDC are sibling organizations under parent company Informa Tech

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Unreal Engine 4.26 Water Simulation

Previously expected in Unreal Engine 4.26 Preview 1, the new experimental water simulation system from Fortnite has finally shipped in Unreal Engine 4.26 preview 3. The new water simulation system enables you to quick create realistic and highly configurable water simulations, including oceans, lakes and rivers. Of course the key word is experimental, this is a feature that is nowhere near ready for prime time.

You can see a quick preview of the water system in action in the video below. Given the fact that there currently exists no documentation and it seems several of the features are currently broken, the video by no means showcases all of the new fluid simulation systems capabilities. Currently the only information available on how to use the new system come in the 2 1/2 Epic Games livestream available here. While early on, the new system does seem incredibly promising. For now however, the UIWS, or Unified Interactive Water System from the September monthly UE4 giveaway is most likely a better choice.

[youtube https://www.youtube.com/watch?v=TTHcyOykGeQ?feature=oembed&w=1500&h=844]
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Unity creates Social Impact Division to support non-profits

Engine maker Unity has created a Social Impact Division funded by 750,000 shares of company equity two support non-profit organisations. 

The fund will be worth close to $70 million based on Unity’s current share price of 93.11 per share, and that cash will be used to “empower employees and creators of all backgrounds to foster a more inclusive, sustainable world.”

Outlining its vision for the new department, Unity said the Social Impact Division has been founded on three key pillars: education and economic opportunity for all, sustainability, and health and well-being. 

To support those pillars, the division has established the Unity Charitable Fund in partnership with non-profit accelerator Tides Foundation, which will provide direct grants to non-profits in the areas of education, inclusive economic opportunity, environmental sustainability, safety and accessibility, and human wellness. 

“By coalescing social impact efforts into its own division at Unity, we’re now able to do more to have a positive impact for creators and communities around the globe,” said Unity’s vice president of social impact, Jessica Lindl, Vice President, in a press release.

“Unity has long made strides to make education and economic opportunity widely available, to ensure privacy and online safety, and to demonstrate environmental responsibility through sustainability initiatives. Unity Social Impact allows us to centralize these efforts, so we can identify new opportunities to foster a cleaner, safer, and more equitable world.” 

You can find out more about the Social Impact Decision by clicking right here.