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Video Game Deep Cuts: XXX Loot On Your Steam Death

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.


[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. 

Some of the highlights include more loot box opinions, the history of the ill-fated BMX XXX, what happens to your Steam account when you die, and more.

All kinds of interesting links out there this week – and I’m increasingly intrigued by this ‘premium game + DLC/loot boxes’ conundrum linked below. Are big developers and publishers being ‘greedy’ by resorting to this method, or are their sales dipping, so they are trying to get back to ‘even’ by getting more money off bigger fans? Some games are clearly doing it very wrong. 

Also, let’s not forget that many NES/Super Nintendo games cost $50, decades ago, so the cost of premium games hasn’t kept pace with inflation (at all, actually, since many prime Steam Early Access games cost closer to $20-$30.)

Ultimately, I guess the end goal is clear – charge the amount of money for the game and its extras that makes the majority of your players still like you. (It’s more about sentiment per game than a particular formula?) And personally, I don’t have any issue with cosmetic loot boxes that bring you fun extra stuff. But YMMV – and probably does!

Until next time…
– Simon, curator.]

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Behind the addictive psychology and seductive art of loot boxes (Alex Wiltshire / PC Gamer)
“Loot boxes are everywhere. They’re in shooters, RPGs, card games, action games and MOBAs. They also take the form of packs, chests and crates. They’re filled with voice lines, weapon skins, new pants or materials to get you more loot boxes.”

A dog has turned my life into an RPG (Christian Donlan / Eurogamer)
“I met a mysterious old man this last Saturday. He told me he was 87, and I did not believe it. Then, to prove it, he lifted his huge round sunglasses and made me stare at his eyes, which were light blue and rather milky with cataracts. “Still don’t believe it?” he asked. I told him that I still did not believe it, and he laughed, delighted.”

Nintendo Classic Mini: SNES developer interview – Volume 4: Super Mario Kart (Akinori Sao / Nintendo)
“We began with experiments for a multiplayer F-ZERO game. In F-ZERO, you race at over 400 kilometres per hour along incredibly long straight lines, but we realised that splitting the screen into upper and lower portions for two players to do the same thing was out of the question.”

Inside the development of Conan Exiles: The Frozen North (Gamasutra staff / Gamasutra)
“A few months ago, Gamasutra brought Conan Exiles creative director Joel Bylos onto our Twitch channel to discuss Funcom’s hit online survival game. Recently, Gamasutra’s Bryant Francis and Kris Graft had the pleasure of speaking with Bylos again about the game’s launch on Xbox One’s preview program, as well as the design of the game’s  new Frozen North expansion and what new features can be expected from it.”

The inside story of the Xbox One X (James Temperton / Wired UK)
“In the former document archives of a Seattle-based insurance firm lurks the quietest room in the world. The human ear can hear down to zero decibels. Here, the sound of silence has been measured down to negative 20.  [SIMON’S NOTE: this is archetypical Wired puffery, but also entertaining at the same time!]”

Designer Notes 32: Asher Vollmer (Soren Johnson / Designer Notes / Idle Thumbs)
“In this [podcast] episode, Soren interviews independent game developer Asher Vollmer, best known as the designer of Puzzlejuice and Threes. They discuss why paper prototypes don’t always translate well into video games, whether a game should take up 100% of your brain, and how he feels about the Threes clone 2048.”

The Story of CD Projekt – Witcher Documentary (Noclip / YouTube)
“In the opening episode of our six-part series on The Witcher, we talk to Marcin Iwiński about life in socialist Poland, the business of games distribution and the founding of CD Projekt. [SIMON’S NOTE: a bunch of the other episodes are already up!]”

‘It Made Absolutely No Sense:’ The Story of ‘BMX XXX’ (Blake Hester / Motherboard)
“Playing BMX XXX is mostly like playing every other action sports game: You ride your bike around a level, do tricks, and score as many combos as possible. In the early 2000s, this was nothing new. Thanks to the popularity of Tony Hawk’s Pro Skater,action sports games were the thing. The only difference is, in BMX XXX, game characters are not famous BMX pros, they’re sometimes naked women.”

‘God of War’ Hinges on the Bond of Its 2 New Actors (Patrick Shanley / Hollywood Reporter)
“The anticipated video game’s leads, who have spent years working as Kratos and his son Atreus, can finally reveal secrets about the antihero’s new direction: “He’s definitely a changed person.””

How the biggest theft in EVE Online history ended in death threats (Brendan Drain / RockPaperShotgun)
“From record-breaking heists and scams to public assassinations and spy infiltrations, New Eden has been home to some incredible tales of espionage, theft, and political intrigue. This month another chapter in EVE’s long and bloody history came to an abrupt end as two players conspired to pull off the biggest political betrayal and theft of assets in the game’s history.”

What happens to your Steam account when you die? (Chris Bratt / Eurogamer)
“Chris Bratt delves into what happens to your Steam account once you die, discovering that you can’t easily leave a digital library to a friend or loved one even if you were to write it into your will.”

A Problem With Modern DLC (Raycevick / YouTube)
“[SIMON’S NOTE: one of the better analysis video channels on YouTube delivers again.]”

The World Record History of Super Mario Sunshine any% (AverageTreyVG / YouTube)
“In this video, I explain the entire history of world record speedruns for the any% category of Super Mario Sunshine – from its release in 2002 to the current day (September 2017). This game has a rich history of trick discoveries, rivalries, movement optimizations, and dominant players that seemed unbeatable in their time. [SIMON’S NOTE: I guess there’s a whole subgenre of speedrun history analysis, wow!]”

How Sony’s biggest failure led to an indie renaissance (Matt Suckley / ZAM)
“The PSP Go came out when Apple’s App Store had already begun to make mobile games mainstream, but had not yet given rise to the multi-million dollar free-to-play giants we recognize today. Instead, the marketplace bristled with low-priced slices of creativity from small studios that could have only dreamt of such exposure previously, and certainly weren’t represented on PlayStation.”

What’s up with all these niche ‘hardcore realism’ games from Eastern Europe? (Jessica Famularo / Gamasutra)
“Over the course of the past five years or so, there’s been a rise in hardcore, realistic games coming from Eastern European developers: a shooter with military-grade tactics; a true-to-life medieval times simulator; fantasy RPGs with intricately branching dialogue trees and brutal strategic combat.”

Now Ubi’s opened the door, can we have our “Skip Boss Fight” button? (John Walker / RockPaperShotgun)
“Ubisoft made a fascinating announcement this week. They revealed that the latest Assassin’s Creed is to add a “Discovery Tour” mode, removing all the combat and challenges from the game, to let players just freely experience their in-depth recreation of Ancient Egypt.”

The Evolution of Rodeo in Titanfall 2 (Chin Xiang Chong / GDC / YouTube)
“In this 2017 Game Developers Conference talk, Respawn Entertainment’s Chin Xiang Chong leads viewers on a guided tour of the development of ‘rodeo’ gameplay in the Titanfall series, including looks at early prototypes & meditations on the lessons learned.”

Games on the Mersey, Part 5: The Lemmings Effect (Jimmy Maher / Digital Antiquarian)
“It was another member of the DMA club, Russell Kay, who looked at the animations and spoke the fateful words: “There’s a game in that!” He took to calling the little men lemmings. It was something about the way they always seemed to be moving in lockstep and in great quantities across the screen whenever they showed up…”

Where Video Game Conventions Draw 300,000: Not in the U.S. (Laura Parker / New York Times)
“Next week, 300,000 video game fans, developers and publishers like Sony, Ubisoft, Activision and Microsoft plan to congregate so they can showcase their wares and participate in a cosplay zone, an e-sports tournament and a 48-hour jam. Their destination: São Paulo, Brazil. [SIMON’S NOTE: there’s a reason that I popped out my monocle reading this article which I’ll explain at a later date!]”

Daytona USA: why the best arcade racing game ever just won’t go away (Will Freeman / The Guardian)
“Released in 1993, and available in a variety of cabinets from basic standing model to full-on deluxe recreation of the player’s 41 Hornet car, Sega’s masterpiece always pulls a crowd. And not just in this specialist coin-op den.”

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[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to vgdeepcuts@simoncarless.com. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]

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Fire Emblem Heroes: a new update and more events

Fire Emblem Heroes: a new update and more events

To celebrate the 1.8.0 update for the Fire Emblem Heroes game, from 10/9/17 at 12:00 am to 10/22/17 at 11:59pm PT, you can get Orbs up to 10 times from a Log-In Bonus! These Orbs can be obtained from your Present List.

Features of version 1.8.0:

The Sacred Seal Forge Opens Up
A new option, Sacred Seal Forge, has been added to the game. Using it, you will be able to both create new Sacred Seals and enhance existing Sacred Seals.

You can access these functions after clearing the Intermission map, named “Awakening Ancient Power”, which appears after clearing Chapter 13, “Diabolical Bloodline”, in the Main Story mode.

Sacred Coins, Badges, and Great Badges are what you use to power the Sacred Seal Forge.

Beginning with version 1.8.0, Sacred Coins can not only be earned through the Arena Assault mode, but also through quests, Tempest Trials, and other new places in game. Badges and Great Badges can still be earned in Training Tower, but starting from version 1.8.0, you’ll earn even more of them.

Use Sacred Seals to enhance your army’s strength on the battlefield! Please note:

  • The Sacred Seal Forge can be accessed from a new Sacred Coin icon on the Home menu, or by going to Advanced Growth in the Allies menu.
  • Sacred Seals that can be created and enhanced will continue to be added to the game.
  • You cannot own more than one of each Sacred Seal.

It’s Easier to Change Teams

  • Before going into battle, you can now quickly move from the confirmation screen to the Edit Team screen.
  • After you decide on your team, tap the back arrow to return to the confirmation screen.

Quick Questing
Three new functions have been added to make quests easier to access.

  • You can now move to the appropriate map directly from the quest list.
  • Symbols have been added to mark maps that have quests to complete. (Quests available across multiple difficulties will only be marked at the easiest difficulty.)
  • Quest information can now be checked before deployment.

Now that quests are easier to access, try and earn even more rewards!

Easy Auto-Battle
An Auto-Battle button has been placed on the menu at the bottom of the battle screen. Activate it by accessing the Settings screen and setting your preferred option for Auto-Battle Button.

  • If the Auto-Battle Button is switched on, the weapon triangle will no longer be displayed while playing Arena Assault.

Take advantage of special events!

Voting Gauntlet: The Blood of Dragons
10/9/17 at 12am to 10/14/17 at 8:59pm PT

Eight Special Heroes from The Blood of Dragons are going head to head! Get in on the action before it ends on October 14 at 8:59pm PT.

Bound Hero Battle: Minerva & Maria
10/11/17 at 12am to 10/17/17 at 11:59pm PT

Sister princesses of Macedon from the Fire Emblem: Mystery of the Emblem game appear in battle in Special Maps – it’s Bound Hero Battle: Minerva & Maria!

Challenge your skills on Hard through Infernal difficulties! You can also obtain Orbs the first time you clear the battle.

As with other Hero Battles, if any of your allies fall in battle, it’s game over, so proceed with caution. Bound Hero Battles also have a special rule: you cannot use a Light’s Blessing or an Orb to continue a battle if you lose, so make your moves on the field very carefully!

Summoning Focus: Minerva & Maria’s Battle
10/11/17 at 12am to 10/17/17 at 11:59pm PT

Check out this summoning focus featuring sisters Minerva and Maria, as well as Palla, the eldest of the Whitewings, from the Fire Emblem: Mystery of the Emblem game – part of the Bound Hero Battle: Minerva & Maria! For new summoning events, the first time you summon, you won’t have to use Orbs!

Learn more about these updates and events, and more about the game at the official site.

Game Rated:

Fantasy Violence
Suggestive Themes
Partial Nudity
Digital Purchases

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How the Blade Runner game ensured players never knew who to trust

“Every time a player started a new game, the dice would pick whether characters were replicants or not.”

– Playful’s David Leary, reminiscing with Eurogamer about his work on Westwood Studios’ Blade Runner adventure game.

There’s a new movie out this week bearing the name Blade Runner, and that seems to have at least partially inspired Eurogamer to revisit Westwood Studios’ 1997 PC adventure game of the same name.

Released more than a decade after the original film, Blade Runner is a game devs should know about because it did something very rare in the ’90s: it presented players with a detective story that changed every time you played.

“Every time a player started a new game, the dice would pick whether characters were replicants or not,” Leary told Eurogamer, recalling how he helped out on the game and coded a script that would (presumably semi-)randomly dictate which characters were secretly robots. 

“Creating the code was not that technically difficult,” he continued. “The challenge was to make sure the pieces wouldn’t fall apart.”

He goes on to talk about those challenges in a bit more detail in the full article, which is well worth reading over on Eurogamer.

For a bit more historical insight into Westwood’s often-overlooked Blade Runner game, check out Gamasutra’s own 1998 interview with Westwood cofounder Louis Castle, in which he discusses everything from the intricacies of fitting the game on 4 CD-ROMs to the challenges of simulating cool 24-bit smoke and mist effects on 16-bit graphics cards.

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Game devs help raise nearly $400k during One Special Day charity event

There’s some nice news out of the U.K. this week, as Oxfordshire-based charity organization SpecialEffect announced today that it has raised over £300k (~$392k USD) to fund its charitable work during its recent One Special Day fundraising event.

This is a big deal because SpecialEffect’s mission in life is to help people with disabilities play and enjoy video games. 

To that end, the One Special Day (which was, incidentally, September 29th) fundraising effort was supported by studios and companies across the game industry, encompassing everyone from 505 Games to Double Fine to Unity to Zynga. 

SpecialEffect had set a fundraising target of £100k, and with that thoroughly surpassed it has announced that the next One Special Day will take place next year on the 28th of September.

Devs curious to learn more about SpecialEffect’s efforts and how to support them can do so via the organization’s website.

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Gamasutra plays the Star Wars Battlefront II multiplayer beta

We do love Star Wars here at Gamasutra. And since now we’re actually getting new Star Wars games (and not just updates to the first Battlefront from EA), we were excited today to play the multiplayer beta for Star Wars Battlefront II on the Gamasutra Twitch channel. 

Now that our space adventures have concluded (with many explosions but few lightsabers), we’ve done the due diligence of uploading them for your viewing convenience. If you’re curious about the multiplayer beta (and what our thoughts are on the broader design of the Battlefront series), you should watch!

And while you’re at it, be sure to follow the Gamasutra Twitch channel for more gameplay commentary, editor roundtables and developer interviews. 

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Video: Game career advice from women who have been there and done that

Getting started in the game industry is hard! Luckily, there are lots of people who have done it and are passionate about helping others do the same.

A number of those people took the stage at the Career Seminar during GDC 2017 to offer would-be game devs — especially women — some advice gleaned from their own experiences entering the game industry and working at companies like Hangar 13 (Mafia III), Microsoft/343 Industries (Halo 5) and more.

It was a great set of microtalks, packed with advice meant to help anyone who has felt marginalized, pushed aside, or lacking in confidence.

It’s well worth watching, as you’ll probably walk away with practical tips and tricks you can use on your path to a meaningful career in game development. Now, you can do so 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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Take a gander at how Valve designs the look and feel of Dota 2 heroes

Valve has shared an insightful breakdown of the various design concepts its team keeps in mind when creating new heroes and skins for Dota 2.

While the intent of the newly updated document is to prove a useful tool for Dota 2’s community of custom content creators, the breakdown itself is ripe with the sort of information game developers, artists, and designers find useful. 

With well over 100 playable characters in Dota 2, it’s no doubt extremely important that each possible combatant has an unmistakable look on the battlefield that quickly and clearly communicates its identity to friend and foe alike. To that end, Valve says that the page itself embodies the kind of general design concepts and principles that improve the readability and quality of Dota 2’s robust cast of characters.

The post runs through a number of guidelines for elements such as informative silhouettes, value gradients, value patterning, color and saturation, color schemes, character color key palettes, areas of visual rest, directionality, and much more. Following that, the breakdown shows character artwork for a handful of heroes in the game and describes how all the principles apply to each design. 

The full rundown can be found over in Valve’s Dota 2 Workshop. If docs like this are your kind of thing, be sure to check out the rest of the developer’s workshop resources on a wide variety of topics from loading screens to visual item effects. 

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Get a job: Infinity Ward is hiring a Sr. Multiplayer Animator

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: Woodland Hills, California

Infinity Ward, developer of numerous award-winning games, including Call of Duty: Infinite Warfare, is seeking a Senior Multiplayer Animator, with experience in game development and a passion for First Person Shooters.   

Job duties include:

  • Create high-quality 3rd person multiplayer character animation demonstrating a strong sense of posing, timing, and weight
  • Work closely with the Animation Director, Animation Programmers, and MP team to set a new bar for 3^rd person player animation in a shooter
  • Accept direction and cooperate with the team to meet production deadlines

Requirements:

  • 5+ years of professional experience in Games
  • Authoring of animation trees and state machine experience is a must
  • Proficiency in realistic keyframe animation and Mocap
  • Expert level skills in Maya
  • Comfort with scripting languages
  • Must be extremely creative with a high level of craftsmanship
  • Possess the necessary skills to be self-directed and self-motivated
  • Detail oriented with a strong desire to contribute to a uniquely creative environment
  • Must have strong problem solving skills and enjoy coming up with new ideas
  • Excellent communication and organizational skills
  • Strong passion for animation and video games
  • Flexible, receptive and open to change

Applicants must provide samples of prior work including at least some examples of 3rd person character locomotion.

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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Warframe dev Digital Extremes to set up shop in Toronto

The developer behind the free-to-play online action title Warframe has announced that it is opening up a second Canadian studio in Toronto this coming November.

Digital Extremes has long based its operations out of London, Ontario and, according to GamesIndustry.biz, the new studio will be only a short drive from HQ. While Digital Extremes works in both game development and publishing, its newest camp in Toronto will focus on the development side of its business

“Toronto has become a hub of impressive game development over the past 7-8 years. Being only two hours down the road from our headquarters in London, expanding to Toronto is a logical choice to continue growth plans for Digital Extremes and keep up with the pace of our growing stable of games,” said Meredith Braun, Digital Extremes VP of publishing. 

“Our philosophy has always been to grow smart at a pace that’s manageable. We’re looking for the best people possible to join us in making games that touch people’s lives and grow fantastic communities.”