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UK National Videogame Museum awarded grant to ensure its short-term survival

The National Videogame Museum has been awarded a grant from the Arts Council of England’s Culture Recovery Fund that will ensure its survival until Spring. 

The institution is the UK’s only museum dedicated to video game culture and education, and has been threatened with permanent closure due to the coronavirus pandemic. 

Earlier this year it raised over £200,000 ($260,000) through JustGiving to help it weather the pandemic, and this new grant should allow it to continue operating into early 2021. 

The size of the grant wasn’t disclosed, but Ian Livingstone, chair of the BGI charity that governs the museum, described the funding as “generous.”

“We were delighted to hear this news and would like to express our sincere gratitude to Arts Council, DCMS and the Culture Secretary for supporting the cultural sector during its hour of need,” he commented.

“The generous funding for the nation’s cultural organisations including the UK’s only museum dedicated to video games is very much appreciated. It was a great relief to learn that our educational and cultural programmes will be able to continue in Sheffield for the foreseeable future.”

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Amazon cancels free-to-play shooter Crucible

The development team behind Crucible, Amazon Game Studios’ effort to break into the free-to-play multiplayer shooter genre, announced Friday evening it would halt development of the game after years of work.

Amazon has been attempting a push into video game development with limited success thus far and Crucible’s cancellation is another setback for the company.

“We’ll be discontinuing development on Crucible,” the dev team said in a blog post. “…Ultimately we didn’t see a healthy, sustainable future ahead of Crucible. We’ll be transitioning our team to focus on [the MMO] New World and other upcoming projects from Amazon Games.”

The last known Amazon Game Studios cancellation was the brawler Breakaway in 2018. The company dropped major news at the end of September this year announcing Luna, Amazon’s cloud gaming platform that will compete with Microsoft’s xCloud and Google Stadia.

Crucible launched in May this year and the following month, Amazon moved the game back into closed beta, essentially undoing the launch.

The company said it would be refunding all purchases made. Servers for custom games will close down noon PST on November 9 following a final playtest and community celebration.

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Video: Game art remastered – From Crash, to Kerrigan, to Corley Motors

In this 2018 GDC panel, Yujin Kiem, Cory Turner & Brian Sousa share their insights, experiences, and eventual success of remastering Crash Bandicoot, StarCraft, and Full Throttle.

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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Kids vs. Zombies dev Donut Lab raises $1.6 million

Russia-based Donut Lab, creator of the in-development mobile game Kids vs. Zombies, has raised $1.6 million in funding, VentureBeat reports.

Game investment firm Level-Up out of Luxembourg led the round. Kids vs. Zombies is currently on Google Play in early access, and will eventually release on iOS, according to the report. The game adopts a free-to-play model, monetizing cosmetic virtual items and abilities.

“For the mainstream audience, we really wanted to make the game without a lot of violence,” Donut Lab cofounder Tim Raiter said. “They are fighting against mediocrity, boredom, and the adults who become the zombies.”

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Markiplier ditches YouTube to become a fantasy barkeeper

YouTube superstar Markiplier is set to enter the world of AFK Arena alongside his lovely dog, Chica. He’s taken up residence as the new barkeeper in the Noble Tavern, a sort of home away from home where you can summon heroes and have a break between adventures.

His likeness has been recreated in AFK Arena’s vibrant style, meaning he doesn’t look out of place among the other NPCs. He’s also lent his voice to the role, so you can expect to hear both words of wisdom and encouragement from the man himself. Plus, whenever you visit the Noble Tavern, he’ll be right there waiting to help you summon powerful allies to your team.

This is only the latest in a series of AFK Arena collaborations with major stars. Earlier this week, we covered the game’s ‘Cheat on your RPG’ ad campaign featuring Elijah Wood. The first of those TV spots sets up Wood’s secret love for AFK Arena and his rocky relationship with orc Uzgahk the Horrid. Yes, it’s all a bit wild.

Here you can see Markiplier and Chica in AFK Arena:

New characters arrive regularly in AFK Arena, but the Markiplier collab is something a little different. Recently, new recruitable heroes Zaphreal and Lucretia joined the fray, and there was even an AFK Arena Assassin’s Creed crossover not too long ago.

If you’re willing to risk losing dozens of hours of your time, you can grab AFK Arena now from over on the App Store or Google Play. Oh, and be sure to use code “BestRPG4BusyU” to net yourself 500K Gold and 500 Diamonds. We also keep an AFK Arena tier list and a regularly updated list of AFK Arena codes.

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Unknown number of layoffs at GameSpot following Red Ventures deal

A unknown number of GameSpot employees have been laid off following its acquisition by Red Ventures. 

GameSpot senior social producer Ashley Oh, branded content editor Will Fulton, Australian editor and senior video producer Edmond Tran, host and producer Jess McDonell, and producer Tony Wilson all announced their departures on Twitter, and some indicated the redundancies are linked to the recent Red Ventures deal. 

“Since GameSpot/CNET were sold and it’s not yet clear whether I’ll still have a job in a month, please get at me if you know of any open positions that need a smart weirdo with lots of experience in storytelling, writing, and editing,” wrote Fulton on September 17, before confirming his departure in a follow-up tweet on October 8

Red Ventures agreed to buy CNET Media Group, which also includes brands like Metacritic, Giant Bomb, and CNET, in a $500 million deal last month. Commenting on the layoffs in a statement to GamesIndustry.biz, the company said it would “retain a vast majority” of staff, thereby confirming (in a rather roundabout way) that some would be let go. 

“As part of Red Ventures acquisition agreement with ViacomCBS, Red Ventures will retain a vast majority of CNET Media Group employees and assets under the Red Ventures business umbrella,” said the company. “The deal has not closed and to protect the privacy of our employees we cannot release additional information at this time.”

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Game Development in the Go Programming Language

Go is an open source programming language developed and supported by Google, by a who’s who of computer language designers. It is often used in large scale server projects at companies such as Google, Dropbox, Paypal, Twitch and Netflix. Today we are going to look at the game development frameworks and libraries available for making games using Go. We have previously created similar guides for languages such as C#, C++, Python, Lua, Codeless, Haxe and JavaScript.

2D Game Frameworks in Go:

Go Bindings:

3D Game Engines:

You can learn more about these frameworks and the Go programming language in the video below (or watch on Odysee).

[youtube https://www.youtube.com/watch?v=AwffASO9Ik8?feature=oembed&w=1500&h=844]
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Trick or Treat with Splatoon 2’s Splatoween event

The official Nintendo of America Twitter account has just revealed Splatoween 2020! A Splatfest tournament will take place in Splatoon 2 and pit Team Trick against Team Treat in an epic battle. Some super spooky outfits are also shown off in the Tweet letting players into the Halloween spirit before the event starts. More information on the costumes will be available via a news article on your Nintendo Switch later this month.

Team Treat won the original Splatoween Splatfest back in 2018 by a tiny margin, so loyal members of Team Trick are hoping to take their revenge this year. Nintendo also announced a Super Mario-themed Splatfest is happening in January, so Splatoween is a welcome challenge in the interim.

Whether you are new to Splatoween or a returning player, there will be plenty to enjoy. The event begins on October 30, 15:00 PT / 23:00 BST and ends November 1, 14:00 PT / 22:00 BST. Make sure you keep up with everything Nintendo by checking out our Nintendo Direct Mini updates!

Check out the reveal tweet below!

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Report: Microsoft will deploy ‘browser-based solution’ to bring Xbox Game Pass to iOS

Microsoft will bring Xbox Game Pass to iOS devices by implementing a “direct browser-based solution,” according to leaked comments from Xbox chief Phil Spencer.

As reported by Business Insider, which spoke with “two people with direct knowledge of [Spencer’s] comments,” the Xbox boss explained that Game Pass will “absolutely end up on iOS,” and that the company is currently exploring how to bring the subscription service to Apple devices using web browsers. 

Apple recently updated its iOS App Review Guidelines to prevent services like Game Pass, which now includes game streaming via xCloud, from launching on its platform. The reworked guidelines state that any streaming service that launches on the iOS App Store must participate in the wider App Store ecosystem. 

For Microsoft, this would mean creating a separate iOS app for each and every Xbox Game Pass title with cloud streaming support, which would require a mammoth amount of work given over 150 titles currently offer cloud streaming. 

During a recent interview with CNBC, Phil Spencer said he was confident that Microsoft and Apple would eventually overcome their differences, but also claimed that Apple’s guidelines will create a “bad experience for customers.”

Assuming Microsoft pushes ahead with its browser-based solution, which sounds like it would bypass the App Store altogether, it’ll be fascinating to see how Apple responds.

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How Arthurian tragedy drives the design of Pendragon

For many Westerners the tale of King Arthur is most embodied as the tale of a rising hero, destined to be the divine steward of England. Arthurian scholars know that there’s more to the story, that the tale of Arthur ends in tragedy that mirrors its hopeful origins.

That tragic DNA has been the foundation of a number of well-told tales, including inkle’s new Arthurian strategy game Pendragon. For this new entry from the narratively-minded studio, inkle took the task of making a roguelike strategy game that closely links narrative choices to unit abilities.

If a character in the story makes a particular decision, not only will it send them down a different set of narrative conflicts it will impact what tools they can use to resolve them.

Narrative director Jon Ingold and senior designer-developer Tom Kail dropped by the GDC Twitch channel a few weeks ago to discuss Pendragon’s design and development, here are some of the lessons they learned developing their own take on the story of King Arthur.

Before Pendragon took life as a procedurally narrative adventure, it was a grid-based prototype cooked up by Kail as a thought-experiment around strategy games. While most strategy games have evolved to support complex ability-driven systems, Kail’s goal was to get back to the basics seen in games like chess.

In Pendragon, units can only move one square at a time, (either horizontally or diagonally), and instantly capture units once they begin their attack. It’s a responsive system, one that needs far fewer menus than the modern strategy game, but Kail said the goal was to try and develop a game that was less “solved” than chess. He wanted the game’s strategy to feel like a puzzle, and not like a set of patterns a player can reliably execute.

As Ingold explained, “I remember that was always a metric, that was the pillar of the strategy game, my puzzling. ‘Am I getting an interesting decision to puzzle over with this game, or am I just looking for a pattern?'”

Ingold joked that because Kail was so fundamentally good at his own game, he was able to quickly identify and shoot down rules that lent themselves to being “solved patterns,” because they’d often be the most reliable way to win the game.

During this time of rule-building and grid analysis, Ingold apparently joked that “you couldn’t possibly layer narrative on top of this.” Which apparently, led him to propose that Inkle do exactly that. Now, Kail’s original system acts as a set of boards that narrative events proceed on, where combat and dialogue can be resolved using the same tools: navigating the stalwart heroes of Arthurian lore across the board.

Pendragon takes place at the end of Arthurian folk-tales. Camelot has fallen, the Knights of the Round Table are scattered, and Arthur’s son Mordred is about to succeed in finalizing his coup d’etat. Instead of playing out The Hero’s Journey, inkle’s new heroes are protagonists in a tragedy, doomed to fail with every death the player puts them through.

But for Ingold and Kail, that’s a good thing. To them, the tragic end of the Arthurian age made good fodder for a narrative experience that can be played in short sessions. Player psychology around death and failure turned out to be an interesting problem for Inkle.

“The problem with failure, and it is a drastically serious problem from a narrative point of view, is that the minute that the player fails and tries again, the narrative dies completely,” Ingold explained. “There’s one solution to that in current games, which is the time loop solution. You just go ‘well, we just do the whole level again. And that’s that part of the narrative.’ And it’s fine, but not every game can be a time loop game.”

But of course, how do you make failing feel good? Elsewhere, Hades is tackling the same territory with its narrative progression. In Pendragon, one tactic was to introduce a “flee” option, where players could avoid death to get one last chance at staying alive. This in turn, drove a part of the character ability system, where different player choices result in them having different abilities.

When players flee the battle, or are otherwise cornered, they might feel that it’s the end for their run. But Ingold said that inspiration for including player abilities came from a rewatch of The Lord of the Rings films. In Return of the King, when Arwen declares “I am no man” and decapitates the Witch-King, Ingold said inspiration struck.

“I love that thing of heroic figures having a call to arms…that idea really resonated for me because it kind of connected the mythological tone to the board game.”

“That brought me to think, what gives you a rallying cry? It’s you declaring your love for someone, it’s that you’re losing, or you’ve lost your lover on the battlefield.”

It’s a system that skillfully contrasts the game’s overall tone, and gives players reasons to experiment with their normal conceptions of victory and defeat. Instead of pushing to kill every enemy in every grid, moments like these can drive them in other directions, to tell a different kind of tale than the one they told before.

There’s another element to Arthurian tragedy that hung over Ingold’s head as he wrote this particular tale. Ingold explained that the story of King Arthur is “imprinted on the British psyche,” and to a different measure, the American one as well. To some, King Arthur represents what leadership should be in Western government, the notion of a just, noble, and fair authority that works to provide equal opportunity for all.

In making Pendragon, Ingold found himself thinking back to The Once and Future King, a modern Arthurian adaptation that compared Mordred’s rise to power with that of the Nazis. Today, both Britain and America have seen the rise of a new far-right, and are run by governments that, to many, have eschewed all arguments of justness or fairness.

When games adapt old folk tales, they, like other storytellers, often struggle to make sure those folk tales have relevancy in a modern, changing world. Though Pendragon’s setting is still all swords and chivalry, Ingold hopes that players will take something away from the experience that speaks to their modern world.

“The goal of the game is not even to save Arthur or to build Camelot,” he said. “It’s just to literally witness him die…everyone is going to die, the question is where do you die and how do you die, and how well you die. And that had all that kind of chivalric [sentiment]; honor against darkness, hope when hope is unreasonable, which I think speaks to me.”