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Wick Editor Hands-On Review

The Wick Editor is a surprisingly capable free and open source tool that defies categorisation. At it’s core it’s a 2D graphic and animation tool, but it also has programmability features making it capable of creating simple games. It supports publishing animated GIFs, movies, soundtracks, sprite sequences and even single click html applications.

Wick Editor is described as:

The Wick Editor is a free and open-source tool for creating games, animations, and everything in-between. It’s designed to be the most accessible tool for creating multimedia projects on the web.

The Wick Editor is a hybrid of an animation tool and a coding environment, heavily inspired by similar tools such as Flash, HyperCard, and Scratch. It was developed in response to a growing need for such a tool for the modern web.

As mentioned the project is open source with the code hosted on GitHub under the GPL v3 license. The Wick Editor runs entirely in the browser and can be run by visiting https://editor.wickeditor.com/. You can also install locally and run using node and npm. You can learn more about Wick Editor and see it in action in the video below (or watch on Odysee).

[youtube https://www.youtube.com/watch?v=7xy_J9ZgJ3Y?feature=oembed&w=1500&h=844]
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Innersloth cancels Among Us 2 because the first game has become so popular

Innersloth has canceled Among Us 2 to continue supporting the first Among Us, which has become hugely popular in recent weeks. 

For those who missed the memo, Among Us is a multiplayer social deduction game of teamwork and betrayal that asks players to figure out who among their plucky space-faring crew is a murderous imposter. 

The title launched back in November 2018, but has seen a huge upswing in players recently, with Innersloth revealing it had 1.5 million concurrent players at the start of September

Given the game’s newfound popularity, the studio said it wants to continue supporting the first title and “take it to the next level.” That means kicking Among Us 2 to the curb and bringing all of its content to the original release. 

“[We’ve] had several long discussions about what we want to do with the game. When do we stop working on Among Us 1? What content goes into Among Us 2? The main reason we are shooting for a sequel is because the codebase of Among Us 1 is so outdated and not built to support adding so much new content,” reads an Innersloth blog post

“However, seeing how many people are enjoying Among Us 1 really makes us want to be able to support the game and take it to the next level. We have decided to cancel Among Us 2 and instead put all our focus into improving Among Us 1. All of the content we had planned for Among Us 2 will instead go into Among Us 1. 

“This is probably the more difficult choice because it means going deep into the core code of the game and reworking several parts of it. We have lots of things planned and we’re excited to bring new content to everyone as you continue to enjoy playing.”

Innersloth also reassured fans that it’s working to fix server issues as the team continues to get to grips with the huge influx of players. Colorblind support, a friends/account system, and a new stage are also in the pipeline, but for now at least, Among Us 2 (which was only confirmed over a month ago) is no more.

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Data-driven indie publishing with No More Robots’ Mike Rose – GDC Podcast ep. 13

Mike Rose, founder of Descenders and Hypnospace Outlaw publisher No More Robots, has a bit of an obsession with data.

Even when he worked at Gamasutra he would poke at the black boxes in which the game industry held its coveted metrics, and reverse-engineer stats in creative ways to unearth valuable data.

Listen now on iTunesGoogle Play Music, and Spotify

On GDC Podcast episode 13, Rose shows that he still hasn’t lost that obsession, making No More Robots and effective data-driven indie game publisher.

Asked about the most effective ways to market and indie game, he said, “I will say that the best ways are the ways you can actually see…whether [the method] is having an effect or not, rather than just doing things and hoping, ‘Oh, I hope this is going to do something.'”

That means the most effective marketing methods have some sort of measurable result, ideally, with high conversion. For example, Rose said social media is one angle that he doesn’t rely on so much from a marketing angle. He said, “Obviously we still do social media stuff, it would be crazy not to, but we do not focus hard on it because tweets and Facebook [posts] for our games, they don’t really do anything. We might get two clicks on a link. It’s not fantastic.”

He said what does work for No More Robots is community engagement through Discord, private betas for the community, and giving away an early level of an upcoming game. “We normally try to give 20-30 minutes of the game away via a Steam key, then we say to people who sign up for that, ‘Hey, why don’t you give us a cheeky little Steam Wishlist while you’re doing that?’ And that works amazingly!”

“It’s stuff like that, trying to build the numbers that matter that is the most important thing to us,” he said.

“Yes, buying ads is useless” as an indie, Rose said, answering one listener’s question. “The only place that I’ve found buying ads to be useful is Reddit. And I say this as it’s good for breaking even on your ads on Reddit…”

“The bottom line is that on Reddit, you can choose how much you pay per click,” he said. “So I just worked out a formula for…what’s the percentage of people who click through who then wishlist the game, and how many of those people who wishlist the game buy the game? Then I reverse-engineer that to figure out [my click-through rate]” to find out if people are paying for their ads with their purchases.

“Outside of Reddit, [ads are] a massive, massive waste of time,” he said. “Maybe in triple-A it makes sense.”

An oft-asked question for the range of indie publishers out there today is how an indie developer may catch the eye of a publisher. The answer is different for any publisher, and for No More Robots, it’s a straightforward gut-feeling wow factor that Rose has developed over his years in the game industry.

“The thing that I try to tell people the most is that the reason I sign the games that I do is because the moment I see them, then my brain goes, ‘Oh, what the heck is this?!'” he said. “And if I don’t have that reaction, then the average person isn’t going to have that reaction either…Of the games I’ve signed, that’s happened with every single one of them…I don’t really care what genre it is. If it’s weird, I like it.”

He added, “The truth is, half the battle is the game itself…I choose a game because I see something in them where I’m like, ‘I’m going to be able to sell the crap out of this!'”

GDC Podcast music by Mike Meehan

Gamasutra and GDC are sibling organizations under parent Informa Tech

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Video: How the Duolingo team balances profits and ethical design

Duolingo is a neat piece of software that aims to teach you the basics of other languages. Its developers have long tried to make an honest piece of software that’s genuinely educational and doesn’t waste your time. Simultaneously, it is a free app, and it needs to make money somehow!

Fortunately for Duolingo users, engineer Karin Tsai says that the company has made sure to prioritize the needs of its “students” while working to make sure the app is profitable. And some the lessons from this process are useful for video game design as well. 

Tsai discussed these lessons in her 2020 GDC Summer session, which you can view in its entirety up above or for free on the GDC YouTube channel. 

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

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Win a free copy of mystery-adventure game The Almost Gone!

Who doesn’t love a good mobile mystery? Whether it’s inspecting intricate objects in The Room, or exploring a whole planet in Krystopia: Nova’s Journey, mobile is specially equipped to offer little mysteries to dip in and out of. That’s why, this week, we’ve decided to partner with Playdigious and give away some Android and iOS copies of The Almost Gone. This mystery-adventure game is a little like if Monument Valley collided with Gone Home – a mobile mystery game where you uncover secrets by moving between rooms, and inspecting them for clues.

But each room or scene in The Almost Gone is a beautiful 3D diorama, that you can move, and tap to highlight objects of importance. If you hadn’t guessed, we absolutely love 3D dioramas on mobile, whether its Bad North, Monument Valley, or Game of Thrones: Tale of Crows, and The Almost Gone is no exception. We’d honestly play this game just for how aesthetically pleasing it is.

But luckily it also has a pretty captivating mystery, as you unlock each scene like a little puzzle box. If this sounds like your kind of game, be sure to enter for a copy below!

There are two entry boxes, one for Android and one for iOS, so please be sure to enter the correct one for your platform, as otherwise you won’t be able to play the game. Also, if you plan to enter, be sure to have a glance at our terms and conditions first.

android

The Almost Gone – Android Giveaway

ios

The Almost Gone – iOS Giveaway

Alternately, if you can’t wait to play The Almost Gone, you can purchase it on Google Play or the App Store. For more similar recommendations, our list of the best mobile puzzle games will help.

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Blog: How to better represent older characters in your game

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How to better represent older characters in your game

Gender and race are perhaps the most commonly discussed topics when it comes to diversity in the character representation of games. After all, both gender and race have often been represented poorly and there is a large body of work providing examples and analyses on either topic. To cite one example, a 2009 large-scale analysis by Dmitri Williams, Nicole Martins, Mia Consalvo and James Ivory found a “systematic underrepresentation of females, Hispanics, Native Americans, children and the elderly,” and when these groups are being represented in the game, they are more likely to be represented in a secondary role.

While this paper might be over 10 years old at the time of writing this piece, it still is very much relevant today, as shown in a recent analysis of the female representation at E3, and it should be noted that it does not include the representation of immigrants, queer people, trans people, non-binary people or people with disabilities.

As media theories such as Social Identity Theory suggest that our self-concept is dependent on how we see our social group represented in relation to other social groups, this kind of systemic underrepresentation is problematic, especially considering how research has shown how popular games have become among these underrepresented groups. For example, in the annual ESA report on the state of the game industry, it is reported that 88 million US players identify as female and a PEW research report found that 83% of African-American teens and 69% of Hispanic teens played video games in the US in 2015 (in contrast to 71% of Caucasian teens). As representation matters a great deal, it would serve game developers well to represent its audience and their culture to the best of its capabilities.

The statistics above provide confirmation that the demographics of the game industry have extended beyond just white males, but this expansion has also slowly moved past players aged somewhere between childhood and middle age. In a 2017 report, NewZoo stated that about 15% of all players worldwide are over the age of 50 (and more than half of the people in this group identify as female). Considering that this is a substantial audience that is estimated at 51 million US players in 2019, alongside the literature on character representation above, is it perhaps time to address the question of how older adults are being represented in games as well?

In the aforementioned study by Williams et al., it was already noted that older adults are among underrepresented groups that are typically depicted as secondary characters, and there is no reason to assume anything has changed. Barring magical characters that are aged only in years but not in physical appearance (such as the cast of The Witcher games), video games typically do not feature primary characters that are over 50 years of age. Furthermore, if they do, they are typically featured as stereotypical archetypes – or character tropes – rather than as well-rounded characters.

This is a common occurrence for secondary characters that has also been true for characters of other underrepresented groups. Female characters are often portrayed as damsels in distress, femme fatales or girls next door, while Black characters are often the violent thug, the funny sidekick or the subservient help. While tropes are not inherently an issue – they are rhetorical devices writers use to develop an argument, as some genres just do not lend themselves well to fully-developed characters – the overrepresentation of a social group as a trope and underrepresentation as well-rounded characters is problematic for the reasons mentioned earlier.

Even more so, a study by Romina Carrasco Zuffi, in which 65-plus-year-olds were asked to design their in-game characters, found that older adults prefer games that either project aspects of their lost former selves or embrace their present older selves. For an older female player of color, it could be difficult to find either, with the exception of games that offer a thorough avatar creation feature as well as a narrative that follows through on the choices that the player made when creating their character. After all, it does not suffice for a game to allow a player to develop an identity if its game world does not recognize it as such.

As many games do not intend to offer such functionality, it is therefore important to understand the tropes that are prevalent for older characters so that we can offer more diversity in games. While the literature on this topic is limited – only a study on granny tropes in casual games by Sara Mosberg Iversen comes to mind – a tentative analysis resulted in four tropes. Please note that they are non-exhaustive and a rigorous content analysis would be needed to further define them. Furthermore, it should be noted that these tropes focus on mainstream games as they have the largest reach, even if there are different representations of older adults in indie titles.

Wise Granny/Grandpa

Wise Granny is a 50-plus-year-old NPC that writers use to explain parts of the backstory, as their advanced age has made them wise beyond the player’s years. Sometimes, they are used as an extended tutorial as they are not only explaining the backstory of the game, but they are also teaching the player a new skill or acting as a gatekeeper to different areas of the game world. However, as tropes go, they typically do not have anything else to offer the player and their actual contribution to overcoming the challenges of the game is limited. A recent well-known example of this trope would be King Rhoam in The Legend of Zelda: Breath of the Wild (see below) or even Vesemir in The Witcher III: The Wild Hunt.

[embedded content]Wise grandpa King Rhoam explains your backstory, unlocks your paraglider, explains how your Sheikah Slate map works and sets you on your way.

Granny/Grandpa in Distress

While the name of this trope seems to imply that the hero would have to rescue the older character from certain death similar to how a Damsel in Distress functions, this is typically not the case. The distress that the older character finds themselves can be life threatening, but oftentimes it is not, as the older character is just “too old” or “too sick” to perform a menial task themselves and ask the player’s character for help, often in return for a reward. The Legend of Zelda series offers another good example of this trope, in the form of Link’s Grandmother in The Wind Waker.

[embedded content]In Legend Of Zelda: The Wind Waker, Link’s grandmother is ill and sends link on a quest to heal her, after which Link receives her special Elixir Soup.

Action Granny/Grandpa

Action Granny is the only trope on this list that is actually playable. This granny trope features a 50-plus-year-old character with the physical abilities of an action hero. As the juxtaposition of the elderly body and the behavior of an action hero automatically leads to comedic, unexpected situations, it is a cheap way for game designers to create laughs. Unfortunately, while the trope does offer older adults to play as an older primary character, it often runs the risk to be too over-the-top for them to actually relate to it. Good examples of it would be Old Snake from the Metal Gear Solid series or Helen from Watchdogs Legion.

[embedded content]In Watchdogs Legion, players can recruit older adults as spies, capable of taking out security guards with tasers or to climb drainpipes on route to their goal.

Gruesome Granny/Grandpa

The final trope revolves around the fear of aging and the aged body. The gruesome granny stereotype is most common in horror games and it depicts older adults – often at a very advanced age – as the antagonist of the game. They provide jump scares or a generally creepy atmosphere, oftentimes with grotesque, even deformed depictions of their body. Examples of this trope would be Granny (the indie horror game) or Jack and Marguerite Baker in Resident Evil 7.

[embedded content]In the boss fight with 53 year old Marguerite Baker and her mutated, deformed body, players will have endure jump scare after jump scare.

To avoid the overrepresentation of these tropes in the depiction of aging and older characters in mainstream game design, the same recipe that applies to gender and racial representation applies here as well: designers that belong to a certain social group are better equipped to represent this group in their work. However, similar to how female, non-binary and BIPOC developers are underrepresented in the game industry, only 9% of game developers were over 50 years old, according to a 2019 survey by the IGDA. As more older adults are now playing games, it would serve the industry well to include them in their development teams.

While no information detailing the role of Tony Hawk and his fellow skateboarding legends in the development of the Tony Hawk Pro Skater 1+2 remake was found at the time of writing, it is certainly refreshing to see a game that features three 50-plus-year-old skaters (in Rodney Mullen, Steve Caballero and Hawk himself) in its cast. Even if the tricks that a player can perform with them are close to the action grandpa trope, it is noticeable that the older cast did not have their appearance swapped for 30-something-year-old versions of themselves – which the developers would have had no problem justifying given that the game is a remake of a 20-year-old game.

[embedded content]The cast of Tony Hawk Pro Skater 1+2 featuring Rodney Mullen, Steve Caballero and Tony Hawk: Growing older all the time, feeling younger in my mind.

Furthermore, the game does not use the portrayal for comedic effect, and the sometimes physically impossible combos are just as outlandish to perform for any of the young cast members as they are for the legendary 50-year-old skateboarder that can still pull off a McTwist in real life. The game presents its older cast through their authentic and non-stereotypical lifestyle.

In any case, the inclusion of older adults, not only in the game itself but also in the game development team, offers unique opportunities. In particular, “gaminiscing” – a game design method that uses qualitative research methods and game development technology to recreate authentic history in the voice of the person who lived through them – is specifically designed to co-design games that portray older characters and their culture in an as natural a way as possible. Hopefully, by being mindful of such methods and the tropes that are currently prevalent in games, the industry can diversify its offerings towards its aged players further so that we can all be happy gamers in our retirement.


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