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Amazon Games signs on to publish a Smilegate RPG game in the West

Amazon Games has nabbed the exclusive publishing rights to an upcoming (but undisclosed) game from Korean game dev Smilegate RPG.

It’s not Amazon’s first foray into game publishing by any means, but considering many of its headline-making activities of late have involved development rather than publishing its a notable change of pace.

Both of those Amazon Games-developed projects, New World and Crucible, are online games, making for a bit of overlap with what Smilegate typically offers. Amazon says in a statement that this shared interest is part of what endears it about Smilegate RPG and its parent company Smilegate. 

“Smilegate has a strong track record of creating big games that players love, built to offer years of enjoyment — exactly the type of best-in-class, living, growing online games we want to bring our customers,” reads a statement from Amazon Games VP Christoph Hartmann.

On the Smilegate side of things, the Korean dev studio sees the deal as a gateway to bring an unnamed Smilegate RPG title to the West. A statement from the company adds that Amazon’s entire suite of properties (like Twitch, Prime Gaming, and AWS) makes the arrangement an attractive partnership as well. 

“Smilegate RPG and Amazon Games will combine our respective expertise to introduce one of our AAA games to Western players. Amazon Games is uniquely positioned as a publisher to reach entirely new audiences through its deep commitment to customers and substantial games publishing resources and channels,” adds Smilegate RPG CEO Chi Won Gil.

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Pascals Wager’s Tides of Oblivion washes up on Android and iOS today

Tipsworks has released the newest expansion for Pascal’s Wager. Tides of Oblivion has been anticipated for a fair while, and brings the Action-RPG to a brand new aquatic setting – Ichthyosauria. Though a mouthful of sea water to say, the new setting adds fresh enemies, characters, and new adventures for the player, as they sound the depths of Ichthyosauria and dredge up its secrets for themselves.

The actual setup of Tides of Oblivion is fairly simple – Jerold, a familiar friend, asks Terence to team up with him to travel to the land of Ichthyosauria, and find a way to save it. Jerold is also the new playable character, and if the trailer is anything to go by, he seems to be a duelist who wields a rapier, with a courtly manner of fighting.

For those that don’t know Pascal’s Wager, it’s basically mobile’s answer to Dark Souls, channeling influences from the FromSoftware series to create an outstanding mobile Action-RPG – just read our Pascal’s Wager review if you don’t believe us! The new setting of Ichthyosauria gives off some serious fishing hamlet vibes from Bloodborne’s Old Hunter DLC, which we’re always happy to see.

You can watch the trailer for Tides of Oblivion below, which features a little gameplay, and some suitably ominous narration:

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If you want to pick up Pascal’s Wager, you can find it on Google Play and the App Store, and Tides of Oblivion is purchasable in-game. Either that, or enter our current Pascal’s Wager giveaway, where we’re offering both a code for the base game, and Tides of Oblivion.

For some other games like Pascals Wager – though nothing is quite like Pascals Wager – be sure to check out our list of the best mobile RPGs!

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Get a job: Robot Entertainment is hiring a Senior VFX Artist

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: Plano, TX, or Remote

GENERAL DESCRIPTION:

Robot Entertainment, the independent developer of the Orcs Must Die! franchise, is looking for a Senior VFX Artist to join our team.  This individual will be responsible for creating VFX across a variety of game platforms.  This is an excellent opportunity for someone with game industry experience looking for new challenges, including mentoring junior staff, and developing leadership skills.

Responsibilities

  • Creates, designs, and implements in-game visual effects;
  • Model, paint, and animate as needed to create high quality VFX assets;
  • Work with the Art Director and Leads to develop VFX languages that are consistent with project art styles;
  • Collaborate with other departments such as Design, Engineering, Tech, and Animation, to make sure artwork fits the specs and gameplay needs.
  • Assist with Tech Art and Engineering in planning and implementing our VFX pipeline;
  • Work with production to follow and build schedules and to deliver assets on time;
  • Serve as a mentor for less experienced artists;

The Ideal Candidate… 

  • Is proficient in VFX development using Unreal 4 and its particle systems and materials.  
  • Has strong VFX and traditional art skills (timing, shape language, color theory and illustration, painting, composition, 2D & 3D design);
  • Is proficient in Photoshop (or other 2D software) and Maya (or 3D modeling package);
  • Has a minimum of five (5) years’ experience working as a VFX artist for games;
  • Has familiarity with video game development including, but not limited to workflow, tools, lighting, modeling, VFX material setup, in-game animation, and engine parameters/optimizations;
  • Has contributed to multiple shipping video game titles;
  • Likes to participate in the research and development of a product’s visual style;
  • Is capable of identifying, investigating and resolving a range of artistic development issues often encountered during the game creation process;
  • Great oral and written communication skill;
  • Self-managing with capability to work individually in a remote location;
  • Plays and enjoys a variety of games.

Educational Requirements

BS/BA/MS degree in Art, or equivalent work experience.

This is a full-time, professional exempt, remote or on-site position, with benefits.  Open to United States citizens or those individuals who are legally residing and working in the USA. Robot will not facilitate or sponsor candidates for US work visas or US residency “Green Cards” for this position.

Robot Entertainment, Inc. is committed to providing equal opportunity for all employees and applicants for employment. The company shall ensure that decisions affecting employees are made without regard to their race, color, religion, sex, national origin, age, disability, veteran status, or any other protected category. This policy is administered in accordance with federal laws (including but not limited to Title VII of the Civil Rights Act of 1964, as amended, Age Discrimination in the Employment Act of 1967, as amended, Equal Pay Act of 1963, as amended, Americans with Disabilities Act of 1990, as amended) and all other applicable state or local law prohibiting discriminatory acts.

Robot Entertainment, Inc. is a privately owned developer of entertainment technology and intellectual property, based in Plano, Texas, USA. More information about Robot can be found at http://www.robotentertainment.com.

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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Don’t Miss: Beyond the HONK – an Untitled Goose Game Q& A

Everyone seems to be honking a bit more than usual with the recent release of House House’s brilliant Untitled Goose Game, a game where you take control of a horrible goose who terrorizes the unwitting members of a small town.

House House’s Nico Disseldorp, programmer on the game, recently answered our goose-related questions.

Gamasutra: Who are you, what is House House, and what is Untitled Goose Game?

Nico Disseldorp: House House is four people; Nico Disseldorp (me), Michael McMaster, Jake Strasser and Stuart Gillespie-Cook. While we each have specialties in terms of the day to day work we do (I’m the programmer) I would say the more important part of our job is the bit where talk everything through together. Everything is decided by consensus, so the four of us choose together how the game comes out.

The four of us were friends before we had ever made video games, and we started making our first game Push Me Pull You because it sounded like a good way to spend some time together. That game caught a few people’s attention and things very slowly snowballed and we eventually became a video game company.

This goose game is one where you play as a horrible goose who tries to ruin everyone’s day. The game started with that premise, and we just kept trying to think of funny things for a goose to do, and funny ways for people to react, until eventually a game started to solidify around the idea.

Untitled Goose Game was made by more than just the four of us. We also worked with Em Halberstadt, who was the sound designer, Kalonica Quigley, who did additional art and animation work, Dan Golding, who made the music and Cherie Davison, who programmed the rebindable controls.

Gamasutra: Untitled Goose Game first hit the scene nearly two years ago, in a memorable YouTube video that got passed around a number of sites. How useful has been social media in publicizing and promoting the game?

Disseldorp: That video was made by Jake, who is also one of the developers. He has a background in film and TV, so trailer work comes pretty naturally to him. The video itself was thrown together quite quickly with a bit of an assumption that not many people would see it. In hindsight I think “not overthinking it” probably helped the video in a few different ways.

After we posted the video online it was quite popular, and something strange happened where places were reposting it more like it was from the “funny video” category rather than the “game trailer” category. Maybe the fact that the game didn’t have a name helped? The video’s big success was a surprise to us and definitely changed our perception of the game we were making.

Our general social media strategy is to avoid thinking about social media as much as possible. We want to stay focused on making the game. But we know that Jake is good at making videos, so we generally try to ignore social media day to day, until we have something to say, like a platform or release date announcement, and then do a video about it.

Despite often feeling like we should tweet more, I think this has worked out pretty well for us. Once someone told me they really liked how “mysterious” our social media presence was, which seemed very generous. I would have said “inattentive.”

Gamasutra: The tone of the game is remarkable. No one speaks, but their mannerisms speak volumes about what they’re like. What inspired this little bubble of life? Were you worried about making a more low-key kind of humorous game? Was there any temptation to make it a bit broader?

Disseldorp: The whole idea for the game started with this realization that a person having to interact with a scary goose was this very normal, grounded conflict. Getting chased by a goose is absurd, but it really does happen to people all the time. So for us the mundaneness, or everydayness of the situation was very important.

Every now and then during development we’d come up with an idea for something bigger, like mucking up a wedding for example, but we’d always let those ideas go because we wanted to make sure that it felt like this was a very normal day in the character’s lives. Anything out of the ordinary is the result of the goose.

I guess this aversion to escalation also helps with the structure of the game we wanted. The human characters are able to tidy up most messes and put things back to normal again, giving the goose a chance to play the same tricks over and over. The mischief is a bit cyclical.

Gamasutra: Each character has the things they care about, and their way of reacting when those things are upset. How did you create and refine this emergent gameplay? How much iteration did you do upon it, and how did it change through development? And when did you realize that the game was really funny, and how did you isolate and refine the humor?

Disseldorp: We didn’t have too much of an up front plan about how all this stuff would work. In that sense it was very iterative. We started with the premise “you are a horrible goose” and some vague ideas like “the goose could steal stuff from people” that sounded like they might be funny, and then had to work backwards and add systems that could support the moments we wanted.

We did this by making a single AI character (the precursor of our groundskeeper) and just slowly adding behavior that felt like it could contribute to the situations we wanted. One of the first things we did was give them a few items that the goose could steal, and made it so they would chase after the goose to get them back. At this point we didn’t have any sense of the game’s wider game progression or if there would be any goals, we just kept trying to add things the would make stealing things feel better.

Eventually this led us to add idle loops where people would use their items, reaction animations for state transitions, vision cones, remembered positions, thought bubbles. In hindsight obviously lots of these things took inspiration from stealth games, but we picked them up one at a time just because they seemed right for the kind of small scale interactions we wanted.

Gamasutra: It’s not been remarked upon much so far, but those who pay attention will note it: the interactive musical accompaniment is amazing. It has what I think is the best procedural soundtrack I’ve ever heard…How [the soundtrack] adapts to the current situation; how it’ll delay beats in search of the perfect time to add a note of punctuation; how it’ll sometimes seem triumphant when the goose pulls off the heist of some knickknack; how the themes of different characters will start playing as you change areas; and so on. What else can it do, and how did you manage to accomplish all this? Is a soundtrack in the offing?

Disseldorp: The story of the game’s music started when early on we realized that we liked how the game felt alongside these old solo piano pieces from Debussy’s Preludes. They reminded us of silent films or “micky-mousing” in cartoons, but were a bit softer, and conveniently these compositions were in the public domain, so we were allowed to use them.

We decided to use Debussy as some trailer music, and asked Dan Golding (who did the music for Push Me Pull You as well) if he could make us a new recording for the trailer. That trailer turned out to be very popular, and one thing that people kept remarking on was how much they liked the “reactive” music. This was a misunderstanding and the music was not reactive (we had cut the trailer to the music and not the other way around) but there was something about the way that particular track jumped around with disjointed phrases that really let people believe the music was reactive.

Optimistically (and perhaps naively) this made us wonder if we could maybe just do what people thought we were doing, and play the different parts of the Debussy piece in a disjointed way, reacting to what the player was doing. We figured that if it worked correctly, it could feel like a piano player was accompanying your game session live.

It took us a few different attempts to find a solution that worked, but we ended up with something we are very happy with. The final system has two versions of each track; one that sounds like the original composition, and another “low energy” version that plays in a more subdued way. Dan has split each version into hundreds of different audio files that each represent about two beats of music. Depending on the action on screen, we can then have the music seamlessly move between playing the high or low energy versions, or to pause on silence for a while. At any given moment there are only two possible audio files that could play next, but because there’s lots of room to jump up to a higher energy or down to a lower energy or to silence it’s easy for the game to make a perfectly timed change in energy that feels very deliberate and specific.

There will be a soundtrack (soon hopefully) but there is still a bit to figure out about how it will work. Obviously in the game the music plays differently each time, whereas on a soundtrack there will be one version that’s the same every time. I think Dan has some good ideas about how to do it and I’m looking forward to the end results.

Gamasutra: Examining the old trailer from 2017 shows a few minor differences. One of them is that the game is, subtly, a bit fuller in terms of non-soundtrack music. The quiet “fwap” of the goose’s footsteps is new, and the goose’s voice is a lot more realistic (before it was kind of a rough quack). I’ve also noticed that the radios in the game have multiple stations. How important was it to you to get the sound right, and how much of the effort of making the game went into it?

Disseldorp: That old trailer uses placeholder sounds sourced by us from royalty-free online collections.

In 2018 Em Halberstadt come on board and replaced everything with the sounds you hear today. She was extremely thorough and really went overboard finding different places for unique sounds. As just one example, there are maybe 160 or so unique objects in the game, and all of them have unique sounds for being picked up, getting dropped, clanging on concrete, thudding on the grass, getting dragged around on different surfaces. It’s incredible to me. The end result is something very playful, where simply touching everything in the game is kind of a game in itself, just to see what kinds of sounds each object will make.

Gamasutra: Interactions between unexpected things helps keep players coming back a time or two for more after finishing the main course. Although I was a bit sad that you couldn’t get the old man to wear the groundskeeper’s hat (yes, I tried), I was pleased to find that hiding in the box in the Neat Neighbor’s yard resulted in getting thrown over the fence! Many of these things are highlighted with items on the game-end to-do list.

Were all of these things ultimately planned, or did a few interactions emerge from the properties of the items? Were you yourselves surprised by any interactions? Are there any special interactions you’d like to draw attention to?

Disseldorp: These types of things were a mix between systemic stuff that worked for everything once it was set up and lots of handcrafted solutions where we tried to anticipate what else people might try, or might believe would work. We’ve been happy to keep the boundaries between the two pretty vague, so it’s not always obvious to a player what’s “core behavior” and what is more handcrafted.

Filling in edge cases where something felt like it “should” work was important to keep people believing in things they wanted to try. Our whole game relies on people believing that their silly ideas might just work, so if we had a rule like “you can steal someone’s slippers when their feet are off the ground,” then we had to find other situations where the slippers were off the ground and make the slippers steal-able then as well.

I don’t think we added many things specifically for the post-credits to-do lists. Our approach to them was just to think of interesting things you could already do in the game and just write them down.

Now that people are playing the game at home, some things have definitely surprised us. We’ve watched a few videos or streams in the last week and said “I didn’t know you could do that” after someone breaks the broom by tug of warring with a different character or something.

At the same time, we knew we could never cover every possibility, some things players might want might not work for technical reasons, or we didn’t have the time to make them work in that way. So we had to signal to players that some stuff won’t work as well. For example, one of the first objects you come across in the game is a bright red lawn mower that looks like it could be turned on. We never ended up adding interactions for it, but left it in the level because we found that it was a nice way to calibrate expectations. In this game lots of stuff will work, but some stuff won’t and that’s okay.

Gamasutra: It seems, to me, that a lot of Untitled Goose Game‘s charm and fun comes from the unwieldiness of the goose itself…Yet the goose controls well; it’s the perfect mix of awkward and capable, and despite how flexible and adaptable its model is, it always looks and feels, not like a model, but like a natural, realistic goose, which makes a couple of the extra objectives, like “Score a goal,” a lot trickier. How did you model the goose’s appearance and control?

Disseldorp: Controlling the goose requires a bit more active attention to low-level things like reaching and moving than in lots of comparable games. I find this type of complexity does a lot to shift the scale of the interactions towards a smaller scale. Things that might be so trivial as to not be worth mentioning in some games, like “walk over there and pick up that item” are made slightly more physical and interesting. It’s enough that you could say someone did a good job or a bad job of it.

The extreme of this type of small scale movement focus is a game like QWOP, where movement is nearly impossible and to walk at all is a huge accomplishment. For the goose I think we try to use that same ingredient but just add the tiniest bit. It’s like 1 percent QWOP.

To make a bit of a broader claim, I think this is about avoiding artifice. In lots of games movement is assumed to be trivial, and the challenge comes from something more genre-based, like shooting or jumping or whatever. But those things can lead to a game where the character seems really natural most of the time but then has to kill a hundred people and jump over heaps of boxes for some reason. One way to avoid this is to make a game without that kind of challenge, like a walking simulator, and for us we tried to put the challenge into other places. So we have slightly more complex movement, more obtuse clues, that sort of thing.

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Ex-Riot devs launch multiplayer game studio Odyssey Interactive in Canada

A team of game makers who used to work at Riot Games have raised roughly $6 million in seed funding to open Odyssey Interactive, a new Canadian game studio that aims to build competitive multiplayer games.

Notably, the company says its looking to hire folks interested in building those sorts of experiences for mobile devices as it spins up operations in the Kitchener-Waterloo area of Ontario. 

Odyssey’s founding members all have prior experience working at Riot on League of Legends and Teamfight Tactics. Now that they’ve raised $6 million from investors like Andreessen Horowitz and Golden Ventures they (according to a press release) plan to “get the studio off the ground, hire a team of rockstars, and take a few stabs at making some hopefully pretty awesome games.”

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In 2018, women came forward about misconduct at Rocksteady – and were ignored

As survivors of abuse continue to come forward with stories of harassment and abuse in the game industry, more allegations of misconduct have surfaced.

A story in The Guardian cites a letter dated November 2018 that was detailed publicly for the first time today and addressed to leaders at London-based Batman: Arkham Knight developer Rocksteady.

In the letter, signed by 10 of 16 total women on staff at the time, the women accused Rocksteady management of lack of response as staff would openly demean the transgender community, discuss “a woman in a derogatory or sexual manner with other colleagues,” and various kinds of sexual harassment, from leering to inappropriate comments.

According to The Guardian, the letter wasn’t revealed widely to staff, and the response was one training seminar. Multiple women who signed the letter are no longer with the studio.

Kim MacAskill, a senior writer at Rocksteady at the time of the letter’s signing and one of the longest-serving writers on Rocksteady’s upcoming Suicide Squad: Kill the Justice League, came forward on the record in a video corroborating further details of misconduct at the studio.

MacAskill, responding following the publication of The Guardian article, was key in organizing and drafting the letter and putting it in front of studio management. She said that the company was “inept” at dealing with harassment issues. MacAskill explained one instance of how she found a woman colleague at the studio crying in the bathroom because a male coworker had groped her repeatedly.

That woman confided in her, and reported various incidents with that male coworker to HR, which conducted a lengthy investigation, during which time she had to continue working closely with the alleged abuser.

“It was a horrible time,” MacAskill said. “No one asked if we were ok…You felt like the alien that no one wants to come near.” Speaking out as a woman made her and the victim feel ostracized from the rest of the male-dominated studio, she said.

On her own accord, MacAskill reached out to the women at the studio. She said every one of them had a story of harassment to share aside from one that she spoke with. Two women that she didn’t approach were in HR. Ten women independently signed the letter out of the 16 total. The studio at the time was 250-300 people.

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MacAskill said top management and HR told her multiple times to stop reaching out to women as she would jeopardize her job at Rocksteady and potentially her career in games if she became known as a “troublemaker.” The company let her go soon after these warnings, claiming they couldn’t “afford” her, then according to MacAskill the studio within a month hired a writer to replace her.

MacAskill said three days before the Guardian story was published this week, Rocksteady had only just then told the rest of the company that such a letter existed and were putting plans in place to counter such abusive behavior.

A statement from Rocksteady to The Guardian read:

“From day one at Rocksteady Studios, we set out to create a place where people are looked after, a place fundamentally built on respect and inclusion. In 2018 we received a letter from some of our female employees expressing concerns they had at that time, and we immediately took firm measures to address the matters that were raised. Over the subsequent two years we have carefully listened to and learned from our employees, working to ensure every person on the team feels supported. In 2020 we are more passionate than ever to continue to develop our inclusive culture, and we are determined to stand up for all of our staff.”

But MacAskill said despite Rocksteady’s claims of making the studio a better and safer place to work, she easily heard stories that the culture there is the same as ever.

“It’s only taken a couple of phone calls for me to realize that this behavior is still happening. It’s like all of our effort is meant for nothing. And that makes me feel more than anger,” she said. “Proper humiliation.”

MacAskill went as far to ask for her credit to not be included in the upcoming Suicide Squad game, while acknowledging that there was a good chance that she wouldn’t have been included anyway despite writing on the game for years.

“Seeing that things haven’t improved, Rocksteady, I am formally asking you to take my name off of your game,” she said. “I don’t want to be associated with your game, I don’t want to be associated with your company.”

“You don’t deserve the devs you have…you’ll never deserve how good this game actually is,” MacAskill said.

“Most of the people, and I really do mean most—97 percent, 98 percent, it might even be 99 percent—of the devs in that studio are some of the nicest people that I really care about,” she said. “They are kind, they are respectful, they are wonderful and talented and they made me feel so included.”

Allegations against Warner Brothers-owned Rocksteady come on the heels of rampant reports of harassment in the game industry over the past couple months, including a slew of complaints, resignations, and firings within France-based publisher Ubisoft.

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Oculus plans to replace Oculus Accounts with Facebook Accounts

Facebook-owned Oculus is starting to pivot away from the sole use of Oculus accounts on its VR devices, and will eventually end support for Oculus Accounts all together.

Instead, Oculus the company is looking to make Facebook accounts the go-to account service for its entire line of headsets. The full switchover on the player side of the fence isn’t expected to take place until 2023, but Oculus has already announced a series of gradual changes how its accounts work to ready for that transition. 

Folks signing up for a new account will, starting in October 2020, need to do so through their existing Facebook account. Those that already have Oculus accounts, meanwhile, will have the option to coast on their current setup until that full 2023 switch or can opt to permanently merge their Oculus and Facebook accounts ahead of that. 

Declining to do so won’t render current VR headsets unplayable, only limit access to some features, but all future Oculus devices will require a Facebook account.

This looks to also at least partially apply to developer accounts. Developers can find more on those specific changes in Oculus’ dev portal, but in short it looks like developers will only have access to a limited set of features for in-headset testing should they decide not to merge their accounts with their personal Facebook accounts. 

In order to access the full gamut of testing tools, devs will need to use either a Test User account, where they can download apps uploaded by their organization and “ test features such as Entitlement Checks, In-App Purchases, and social features, in addition to playtesting your application” or merge a personal Facebook account with their developer account to “friend users outside of your organization and purchase content from the Oculus Store” in addition to what’s offered by the Test Account.

“There will also be an option to continue logging into current devices for development purposes using your unmerged Oculus Developer account, but with limited functionality,” explains that post. “For example, you will not be able to test new, updated, or social features, which require a Test User account or a Facebook account.”

Logging into the Oculus Developer Dashboard, meanwhile, looks to remain unchanged by Oculus’ larger shift toward Facebook accounts.

The biggest changes look to be user-facing. On that side of the fence, once January 1, 2023 rolls around, un-merged Oculus accounts will no longer be supported. That won’t render Oculus VR headsets unplayable by any means, but Oculus warns that some games may no longer work for those users as “they include features that require a Facebook account or because a developer has chosen to no longer support the app or game you purchased.” On top of that, all future Oculus device launches will skip right ahead to requiring a Facebook account. 

The full post has more on what to expect from the change, and notes as well that merging accounts will let Facebook use info about VR to “provide and improve your experience,” an addition that, given Facebook’s privacy background and despite Facebook’s assurances that this was a partially privacy-driven change, has some concerned. 

There’s also the fact that a Facebook account requirement makes Oculus a potential no-go for people who have left Facebook’s ecosystem over privacy concerns or the company’s complicated history of forcing legal name usage on Facebook, sometimes in cases where doing so is inaccurate or unsafe for the people behind the profiles.

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Electronic Arts’ EA Play subscription service arrives on Steam this month

Electronic Arts has been slowly inching toward a Steam launch of its freshly renamed subscription library EA Play, and has now finally announced when that launch will take place. 

EA Play is set to launch on Steam on August 31, which’ll give Steam-favoring players a way to sign up for discounts and unlimited access to a library of EA games without going through EA’s own Origin launcher like the program previously required. 

All in all, its an interesting partnership as Origin and Steam could be considered competing platforms and, until just recently, EA kept many of its games from appearing Steam until just recently likely due to that fact.

Steam will become the fourth platform to support the service, following in the footsteps of Origin, Xbox One, and PlayStation 4 before it. Up until recently, those services had different names depending on the platform: EA Access for consoles and Origin Access for Origin on PC.

 While the entire program has now been united under a single name thanks to last week’s rebrand, it’s important to note that EA Play is still a per-platform subscription. Those looking to use their subscription benefits on both Xbox and Steam, for instance, would need a separate monthly subscription for each individual platform. 
 

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Tencent make more than Microsoft and Nintendo combined

Tencent’s revenue in the final quarter of 2019 was around $5.22bn, more than Nintendo and Microsoft combined, according to a report published by ForexSchoolOnline. The report outlines the top performers of the gaming industry in the fourth quarter of last year.

Tencent owns stakes in some of the biggest games companies globally, including Riot Games, a 40% stake in Epic Games, an 84% stake in SuperCell, and minority stakes in Call of Duty, and Assassin’s Creed. It’s also the operator of China’s equivalent of Steam, a platform called WeGame. However, Tencent doesn’t just make money from creating video games, it also owns the third biggest Android app store in China, the Tencent Appstore. The conglomerate also operates WeChat – a social networking and mobile payment app with over a billion monthly active users.

The report revealed that Nintendo came fifth with $2.28bn, Microsoft came in at fourth with $2.83bn, followed by Apple at $2.88bn, with Sony in second place at $3.879bn. A remarkable nine companies recorded over one billion from the final quarter of 2019 alone.

For those of you curious about the report and who the top 20 gaming revenue public companies of Q4 2019 are, then check out the list below:

  • Tencent: $5.23
  • Sony: $3.88
  • Apple: $2.89
  • Microsoft: $2.83
  • Nintendo: $2.29
  • Google: $1.88
  • Activision Blizzard: $1.75
  • NetEase: $1.67
  • EA: $1.59
  • TakeTwo Interactive: $0.93
  • Bandai Namco: $0.72
  • Warner Bros: $0.57
  • 37 Interactive: $0.53
  • Ubisoft: $0.51
  • Century Huatong: $0.48
  • Netmarble: $0.48
  • Square Enix: $0.47
  • Nexon: $0.45
  • NCSoft: $0.42
  • Sea Group: $0.40

All data is in billions.

Are you a fan of Tencent games? Then you should check out our Gameloop download guide, or our PUBG Mobile redeem guide. 

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Don’t Miss: Secret of Mana’s enduring influence


This week 20 years ago, Secret of Mana was released for the Super Nintendo. The game has remained a favorite of fans of classic RPGs — mentioned in much the same tones as Square Soft’s other SNES classics Chrono Trigger and Final Fantasy VI. Though the franchise continued through 2007 with installments on the PlayStation 2 and Nintendo DS, it never recaptured the popularity, relevance, or quality of this game. 

What has made the game so enduring? And what inspirations does it offer to contemporary developers? Recently, Die Gute Fabrik’s Douglas Wilson (Johann Sebastian Joust) tweeted about his enduring love for the game — so Gamasutra’s Christian Nutt decided to engage him in a letter series about the game to celebrate its anniversary and to find out why it matters so much, even 20 years later. 

From: Christian Nutt
To: Douglas Wilson 

You recently tweeted that Secret of Mana is a big inspiration for you — and this took me by surprise. Your better-known projects have no obvious connection to it. Can you elaborate a bit? 

From: Douglas Wilson
To: Christian Nutt

Oh man, Secret of Mana is such a big inspiration for me! Such a classic.

As a game developer, I’ve largely focused my efforts on physical party games (e.g. Johann Sebastian Joust, B.U.T.T.O.N.). But that’s only one of my interests. Like a lot of other Nintendo-reared kids, I grew up playing JRPGs like Final Fantasy and Chrono Trigger. I’m not a natural storyteller myself, but I’ve always wanted to work on that kind of game. Now I’m finally getting my chance with Mutazione! It’s an adventure game (and an entire fictional world) that my business partner Nils Deneken has been concepting for years.

As I finish Sportsfriends, I’ll be transitioning to Mutazione full-time. I’m working as a producer, programmer, and game designer. Nils is a gifted illustrator and world-builder, so my role is to help him bring his vision to life. Nils, who grew up in Germany, had never played Secret of Mana, so I’ve been showing him some specific parts of the game that I’d like to draw from.

Mutazione.

Beyond the direct connection to Mutazione, Secret of Mana is a rare example of a multiplayer console RPG. It’s a game best played with a friend… or two friends, if you had amultitap! People forget how totally bananas that was at the time — you could play three of you all together! (Mind you, this was before the N64 made four-player standard.)

I’m sure Secret of Mana helped inspire my interest in getting people together in the same room to play video games with one another, simultaneously. There’s a real lineage with the kinds of local multiplayer games I’ve been working on with Sportsfriends.

From: Christian Nutt
To: Douglas Wilson

So was Secret of Mana the game that defined mulitplayer gaming for you, at an early age? It’s interesting, because, like you say, you’re so well known for multiplayer games.

From: Douglas Wilson
To: Christian Nutt

I don’t think I’d say it was the game that defined “multiplayer” for me. What I would say, though, is that Secret of Mana is one especially interesting example. Local multiplayer games were usually titles like Mario Kart, Smash Bros., Street Fighter. Secret of Mana was a multiplayer experience set in a more traditional story-based, “world-centric” game. At the time, that was pretty mind-blowing to me. I used to play RPGs and adventure games with my brother or with friends, and we’d just watch one person play. That was certainly engaging, but with Secret of Mana a few of us could play simultaneously.