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#Gamescom 2017
sonichedgeblog · 10 months
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SEGA Central at Gamescom 2017 video for 'Sonic Forces'.
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askagamedev · 1 year
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A report from Eurogamer and VGC stated that Nintendo showed their next console to a select few developers at Gamescom behind closed doors. Do you think the report is plausible? And is it generally common for console manufacturers to talk about their next console to developers privately towards the end of a console generation?
Is it plausible?
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Of course it's plausible. The Nintendo Switch started development around 2012-2013, was unveiled in 2016, and was released in 2017. It's been six years since the Switch launched. If Nintendo started developing a new console shortly after the Switch's launch (2018), we're about due for a new console unveiling.
Is it common for console manufacturers to talk about the next console to developers privately?
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Absolutely. How do you think the new console's third party launch games get made? We on the dev side get to work with the console dev kits before the public knows about them because new consoles need to launch with games to play or nobody will buy them. We need at least a year (preferably two or three) to build a whole game on new hardware, so you can do the math - if our game launches with the new console in holiday season 2025, that means we need the console dev kits to start building the game 2022-2024. How do you think we get those dev kits if we don't talk to the console manufacturers? We get the dev kits early and are all sworn to NDA Secrecy for that time.
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I'll clarify to say that I can neither confirm nor deny anything that I am currently working on, nor can I confirm nor deny the existence of any next-gen Nintendo (or Sony or Microsoft or other party) console system. I am only speaking hypothetically as someone who worked on launch titles for the [PS4/XBOne generation and the PS3/X360 generation].
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bersergner-blog · 11 months
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Practice 1_4.2 - Inspiration
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Quake
Arguably the game that gave birth to the Arena Shooter genre Quake III - Arena in particular was the first game in which I first encountered the high adrenaline playstyle. The game was sci-fi but gritty with it's hugely diverse cast of characters that gave the world so much life and implied lore. This level of creativity was also apparent in it's briliantly designed and visually oppulent maps. While it's weapon selection feels very standard, the newest entry QWuake Champions has given us more interesting instruments of death to duel with.
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BETHESDA (2017). [Online] Available at: https://quake.bethesda.net/en/news/611XkX52ScCoWoCm0yuYAu INDEPENDENT (2013). [Online] Available at: https://www.independent.co.uk/games/did-ai-robots-from-quake-iii-arena-video-game-bring-about-world-peace-8683852.html QUAKE.FANDOM. [Online] Available at: https://quake.fandom.com/wiki/Quake_Champions LUTRIS (2017). [Online] Available at: https://lutris.net/games/quake-champions/ EUROGAMER (2006). [Online] Available at: https://www.eurogamer.net/q3a1
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Unreal Tournament/Championship
In a very similar vein and in fact a direct competitor to Quake was the Unreal Tournament series. Fashioning itself on a more serious 'sports-like' take I took little interest in anything besides it's gorgeous graphics until Unreal Championship 2 introduced an even more diverse cast of characters and Melee combat that allowed you to dash through the skies, wall-jump, reflect projectiles and even execute enemies once you had locked them into a stun. This all complimented the chaotic fun perfectly.
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BETHESDA (2017). [Online] Available at: https://quake.bethesda.net/en/news/611XkX52ScCoWoCm0yuYAu INDEPENDENT (2013). [Online] Available at: https://www.independent.co.uk/games/did-ai-robots-from-quake-iii-arena-video-game-bring-about-world-peace-8683852.html QUAKE.FANDOM. [Online] Available at: https://quake.fandom.com/wiki/Quake_Champions LUTRIS (2017). [Online] Available at: https://lutris.net/games/quake-champions/ EUROGAMER (2006). [Online] Available at: https://www.eurogamer.net/q3a1 FANDOM. [Online] Available at: https://unreal.fandom.com/wiki/DM-Gael_(UT200X_map)
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Anarchy Reigns
A third person action brawler by prestiguous studio Platinum Games, Anarchy Reigns never got the recognition it deserved. It translated the Chaos of an Arena shooter to the genre of DMC-style character action as well as tons of cool stage hazards that could see parts of the area play host to a Boss creature or be nuked. It even featured some stages that could dynamically change, during the Match. It was a brilliant time and you never quite knew what was going to happen next.
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NEWRISINGMEDIA (2012). [Online] Available at: https://www.newrisingmedia.com/blog/2012/2/15/an-interview-with-platinum-games-the-team-behind-anarchy-rei.html Polygon (2013). [Online] Available at: https://www.polygon.com/2013/1/14/3877148/anarchy-reigns-review-new-again GAMEINFORMER (2011). [Online] Available at: https://www.gameinformer.com/games/anarchy_reigns/b/ps3/archive/2011/08/18/anarchy-reigns-gamescom-preview.aspx FANDOM. [Online] Available at: https://platinumgames.fandom.com/wiki/Category:Anarchy_Reigns_Characters
Poses
For the dynamic and chaotic composition I had in mind I consulted Book 6 - Fighting Poses of the Masters of Anatomy series (that I sadly can not share images from) as well as browsing some sepcifically dynamic gun poses.
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SORANEWS (2016). [Online] Available at: https://soranews24.com/2016/06/20/drawing-a-cop-flipping-over-another-cop-while-they-fire-guns-theres-a-reference-book-for-that/ DEVIANTART (2013). [Online] Available at: https://www.deviantart.com/clintcearley/art/Gun-Poses-turnaround-Premium-Stock-406899679 MASTERS OF ANATOMY - BOOK 6. Available at: https://www.mastersofanatomy.com/ebooks
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yuniper · 1 year
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back in 2017 i went to gamescom and spent some time walking through the indie arena, a very crowded hall in the basement where games are presented on just a single pc with the developers standing right at their booth. as i made my way through the hall, one game caught my attention because i first misread a word in the title as "furries" when it was actually "no truce with the furies."
after that actually-not-furry title caught my attention, i took a closer look at the game and the art style immediately appealed to me. it had that kind of abstract roughness to it that really reminded me of some of the concept art for dishonored. you could also just tell from the atmosphere that the game was set close to a harbour or an ocean somewhere in a colder climate.
i watched for quite some time while someone else was playing the game on their one pc and other people constantly passed by, handing out flyers for their games while occasionally someone else also made a furry joke.
about a year later they changed the title of their game to "disco elysium" and to this day i can't help but wonder if it was because of all those furry jokes made in passing.
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zephyrrhiesfyrian · 25 days
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Ask game? Let's fraggin' go, I'll just do the whole thing
No matter how low I fall, I feel like you'll be there
Uhhhh at Gamescom last year I complained about the lack of Transformers content and immediately froze in place as I spotted a handcrafted Optimus Prime made from recycled machine parts (It was 2k tho, so I didn't buy it)
Bc I like you a lot :]
What, wasn't that cute enough? Don't get greedy
Too many things and none of them belong on tumblr
Origin of your name ?
--- You fucking know who I am and if you don't, I'm breaking up (jk)
MY BELOVED
:3 always <3
BRO FR? DO YOU HAVE PICTURES I WANNA SEE
no u :]
ASDFGH
( •̀ ω •́ )✧
I think I chose Zephyr as my online/public persona name in 2016~2017 before officially adopting it as my chosen name in 2020 when I actually came out to myself as non-binary. Fyrian is a surname that my amica invented for an original story and I literally just copied it XD As for Rhies, I don't actually remember when or why I chose it as a middle name; probably just because it sounds neat :P
I KNEW WHO YOU WERE ON THE FIRST LINE, I RECOGNIZED THAT WRITING STYLE
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dr-iphone · 5 months
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Nintendo Switch 2 又跳票!任天堂確定將不參加 2024 Gamescom 德國科隆遊戲展
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theclubhero-blog · 6 months
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Reviravoltas na indústria: quando Hellblade trocou o PlayStation pelo Xbox
Por Vinicius Torres Oliveira
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Um jogo de baixo orçamento, mas com grandes ambições, tenho que pensar que isto passou pela cabeça de 3 tipos de pessoas, dos investidores da Ninja Theory, dos que viram a sua revelação em 2014 na Gamescom e de quem já experimentou títulos como Heavenly Sword (exclusivo do PS3).
O que ninguém esperaria é que este jogo não apenas marcasse um antes e um depois dentro do estúdio, mas também o primeiro passo na nova era moderna dos jogos AA. Hoje decidimos partir para uma hist��ria um tanto curiosa que sabemos que mais de um não levou em conta, como o destino de um est[udio pode dar uma volta de 180 graus ao tentar explorar novos caminhos.
2014, revelado exclusivamente para PS4, Hellblade
Em 2014, durante a Gamescom na Alemanha, a Ninja Theory revelou seu próximo projeto, uma aventura single-player focada em uma guerreira celta, aproveitando o renovado Unreal Engine 4, inicialmente, todas as informações sobre o lançamento indicavam disponíveis apenas para consoles PS4, algo isso não pareceu estranho a ninguém depois do que se viu com Heavenly Sword sendo exclusivo para PS3, deixando um precedente para a relação entre PlayStation e Ninja Theory.
Durante o início de 2015, após diversas entrevistas e novas informações sobre o título, os desenvolvedores da Ninja Theory confirmaram que Hellblade também seria lançado para PC através da loja Steam. Notícias que vieram impactar vários jogadores do console da Sony, já que naquela altura, perder a exclusividade dos jogos, mesmo em plataformas que não pertencem à concorrência direta, foi percebida como um motivo para considerar a perda de valor do jogo no futuro.
8 de agosto de 2017, exclusivamente para consoles PS4 e PC através do Steam , sendo um lançamento médio, definido como indie AA ao preço de 29,99 euros ou dólares dependendo da região, durante seus primeiros 3 meses de lançamento foram vendidas 500 mil cópias , sendo um sucesso pelo orçamento investido pelo estúdio e tendo em conta que foi um lançamento exclusivamente em formato digital .
2018, finalmente, Hellblade chega ao Xbox One Após um lançamento mais que aceitável, Ninja Theory decide finalmente lançar o jogo nos consoles Xbox One, com melhorias Como o jogo foi anunciado nos consoles Xbox, o descontentamento dos usuários do PS4 não poderia ser esperado devido à perda total da exclusividade do título, logo depois, isso daria uma guinada raramente vista na indústria. Na E3 2018, na conferência do Xbox , Phil Spencer anunciaria a primeira de várias ondas de aquisições, um dos cinco estúdios adquiridos seria Ninja Theory, deixando agora a licença Hellblade dentro do catálogo do Xbox. Nesse mesmo ano, Hellblade: Senua’s Sacrifice seria lançado no Xbox Game Pass e em formato físico para Xbox One e PS4.
Depois de alguns anos no mercado, Hellblade: Senua’s Sacrifice seria recebido como um título cult e como uma das referências dentro da indústria por popularizar o lançamento de jogos médios (AA), deixando todos na expectativa sobre o que o estúdio faria. Hellblade: Senua’s Sacrifice, sendo uma história aparentemente conclusiva, não tinha sinal de sequência .
Durante o The Game Awards do mesmo ano, a Microsoft pegoy todos de surpresa e chocou a todos no evento, sendo revelado Senua’s Saga: Hellblade II e o Xbox Series. O que antes era exclusivo do Playstation agora era responsável por inagurar uma nova geração de consoles Xbox. É uma reviravolta fascinante.
Ninja Theory faz atualmente parte da Xbox Game Studios, com um novo orçamento da Microsoft e uma excelente relação com a Epic Games, o que os coloca como um dos melhores estúdios de referência em termos de progresso gráfico e técnico na utilização do Unreal Engine 5. Todos os seus esforços, nos últimos anos, foram direcionados para o desenvolvimento da Saga de Senua: Hellblade II, que será lançado em breve em 21 de maio de 2024.
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harangwook · 6 months
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Week 9 - Gaming Communities, Social Gaming and Live Streaming
The Evolution of Gaming
The gaming industry has undergone a remarkable evolution over the past five decades, transitioning from humble beginnings to a global phenomenon (Bankov, 2019). With advancements in hardware and internet connectivity, gaming has become increasingly accessible, leading to the rise of online distribution platforms like Steam and innovative revenue streams such as loot boxes and microtransactions. This evolution has reshaped consumer experiences and revenue models, marking a departure from physical copies to digital distribution networks (Bankov, 2019).
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Understanding the Culture of Gaming
Since its inception, gaming has not only evolved technologically but has also fostered a unique culture surrounding players and their communities (Fu, n.d.). While stereotypes about gamers abound, the culture of gaming encompasses diverse demographics and behaviours. Gaming communities, both online and offline, have played a significant role in transforming games from mere entertainment to true cultural phenomena (Games, 2023). Events like Gamescom and DreamHack provide platforms for gamers to connect and showcase technologies, while community movements such as MixiGaming demonstrate the positive impact of gaming communities through charitable initiatives (Games, 2023).
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The Rise of Live-Streaming in Gaming
Live-streaming has emerged as a prominent feature of gaming culture, offering a platform for gamers to engage with audiences in real-time (Li, Wang & Liu, 2020). Platforms like Twitch and YouTube Gaming have experienced exponential growth, with millions of regular visitors tuning in to watch streamers play and interact. Live-streaming not only fosters community building but also serves as a lucrative market for streamers, contributing to the development of the gaming industry (Li, Wang & Liu, 2020).
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The Integration of Social Media and Gaming
The merging of gaming and social media has revolutionized both industries, enhancing connectivity and reshaping consumer experiences (Kerr, 2019). From early multiplayer platforms to modern communication hubs like Discord, social interaction has become central to gaming. Integrating platforms like Twitter and Twitch has transformed marketing and content sharing, while live-streaming sessions have contributed to the formation of gaming communities (Kerr, 2019). As technology continues to advance, this synergy is expected to deepen, offering new opportunities for community engagement and interactive experiences.
In conclusion, the convergence of gaming and social media has ushered in a new era of connectivity and innovation, transforming how games are played, shared, and experienced. As gaming culture continues to evolve, it is essential to recognize the diverse demographics and behaviours within the gaming community, while leveraging platforms like live-streaming to foster positive interactions and community building. By embracing the intersection of gaming and social media, we can unlock new avenues for creativity, collaboration, and enjoyment in the digital landscape.
References
Bankov, B. 2019, The impact of social media on video game communities and the gaming industry, University of Economics in Varna, Varna.
Ellington, H, Addinall, E & Percival, F 1986, A handbook of game design, Kogan Page, London.
Editors, H com 2017, 'Video Game History', HISTORY, viewed 21 March 2024, https://www.history.com/topics/inventions/history-of-video-games#modern-age-of-gaming.
Fu, D n.d., 'A Look at Gaming Culture and Gaming Related Problems: From a Gamer’s Perspective', viewed 21 March 2024, https://smhp.psych.ucla.edu/pdfdocs/gaming.pdf.
Games, BG 2023, 'Gaming Communities: The Rise and Impact of Gaming Communities on the World of Video Games', Medium, viewed 21 March 2024, https://bggames.medium.com/gaming-communities-the-rise-and-impact-of-gaming-communities-on-the-world-of-video-games-1fec152f649f.
Kerr, C 2019, 'Discord surpasses 250 million registered users in four years', www.gamedeveloper.com.
Li, Y, Wang, C & Liu, J 2020, 'A Systematic Review of Literature on User Behavior in Video Game Live Streaming', International Journal of Environmental Research and Public Health, vol. 17, no. 9, p. 3328.
University of Minnesota Libraries Publishing 2016, '10.2 The Evolution of Electronic Games', open.lib.umn.edu, University of Minnesota Libraries Publishing edition.
#mda20009
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blancvu · 6 months
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Week 9: GAMING COMMUNITIES, SOCIAL GAMING AND LIVE STREAMING
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The gaming industry has changed dramatically in the last few years, going well beyond the lone player's experience hooked to a console. These days, a thriving web of gaming communities, social gaming environments, and live streaming services has created a special online environment where entertainment, competitiveness, and connection all come together.
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A gaming community is a collection of people who meet together because they have an interest in video games. Because it's now simpler than ever to connect with people across scenes and spread dependent music, Kruse cautions that "looking at scenes in isolation makes even less sense" in the networked age (Kruse, 2010). In fact, it may be argued that videogame production is trans-local as well as local, with social media and online communities linking and occasionally even producing scenes outside of physical constraints (Kerr, 2017; Parker, & Jenson, 2017). Gamers have been searching for other players who share their interests since the beginning of video gaming. Gaming communities have had a significant impact on the evolution of games from simple amusement to genuine cultural phenomenon, from the first pixel adventures to today's multiplayer online worlds (Games 2023). These communities are mostly found on social media platforms like Reddit, Steam Community, and Discord, or in online gaming settings. Several of them can build bonds with each other by engaging in real-world activities. Events like DreamHack, Taipei Game Show, and Gamescom have been held to connect players and demonstrate advancements in the gaming industry.
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In addition to social game community, with the face that more and more players want to compete each other in a more professional way, many competitve game have create tournament also known as e-sport. The term "e-sports," sometimes known as "electronic sports," was first used to describe professional competitive video gaming in the late 1990s (Bornemark, 2013). Over the years, e-sports have expanded rapidly, going from small-scale player meetups to large-scale competitions that pack stadiums and draw millions of viewers online. The esports gaming community is made up of players, teams, coaches, analysts, commentators, organizers, sponsors, and fans. It is a varied and fervent community. According to the competitive of not only player but also game developer and brands, the esports industry is also a multi-billion dollar enterprise fueled by sponsorships, advertising, and media rights. Major advertisers are keen to reach the youthful and enthusiastic esports audience, from software firms to apparel behemoths. Moreover, esports material has been centrally located on streaming services like Twitch and YouTube Gaming, a type of real-time video social media combines online gaming with conventional broadcasting (Li, Wang & Liu 2020), where viewers can watch live broadcasts, highlights, and commentary from experts and professional players.
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This "Official Energy Drink of Esports" case study is possibly THE BEST in the gaming industry for non-endemic brand development. They have enormous wiggle room for tactical errors because they have been so committed to this domain for so long. Financial data is not easily accessible because the firm is private, however in 2020, its total revenues could surpass $100 million. Considering that this energy drink is made of powder and is only now starting to be sold in stores, it's not too awful.
Reference list
Bornemark, O. (2013, June). Success factors for e-sport games. In Umeå’s 16th Student Conference in Computing Science (pp. 1-12).
Kruse, Holly. 2010. “Local Identity and Independent Music Scenes, Online and Off”. Popular Music and Society 33(5): 625–639.
‘Energy Drinks in Esports and Gaming’ n.d., www.linkedin.com, viewed <https://www.linkedin.com/pulse/energy-drinks-esports-gaming-mark-flood/>.
Games, BG 2023, Gaming Communities: The Rise and Impact of Gaming Communities on the World of Video Games, Medium, viewed 21 March 2024, https://bggames.medium.com/gaming-communities-the-rise-and-impact-of-gaming-communities-on-the-world-of-video-games-1fec152f649f.
Li, Y, Wang, C & Liu, J 2020, ‘A Systematic Review of Literature on User Behavior in Video Game Live Streaming’, International Journal of Environmental Research and Public Health, vol. 17, no. 9, p. 3328.
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quocanhh55 · 6 months
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WEEK 9: GAMING COMMUNITIES, SOCIAL GAMING AND LIVE STREAMING
1. History of video games
Video games are interactive digital games that are played on many platforms, such as smartphones, computers, or consoles. They mainly feature one or more players participating in a virtual environment, controlling characters to accomplish objectives, overcome challenges, and meet goals in the game.
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The history of video games began in the 1950s - 1960s when programmers started creating basic games and simulations on early-aged minicomputers. A remarkable example of them is Spacewar!, which was designed by the students of MIT in 1962. The game depicts a simple space combat scenario, where two players control spaceships and engage the battle in a 2D space environment.
Thanks to SpaceWar! and other early-aged video games, the foundation for the industry of gaming had been laid. In 2005 and 2006, Microsoft’s Xbox 360, Sony’s PlayStation 3, and Nintendo’s Wii kicked off the modern age of high-definition gaming (Editors 2017). These days, video games are being more and more developed with modern technologies, 3D dimension environments, stunning graphics… Newer control systems and family-oriented games have made it common for many families to engage in video game play as a group. Online games have continued to develop, gaining unprecedented numbers of players (University of Minnesota Libraries Publishing 2016). The most remarkable of them are League of Legends, FC Online, Fortnite… With a huge number of players, high-resolution graphics, and competitive gameplay, they dominated most game markets in many countries and opened a new environment for gamers to show off their abilities.
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2. The culture of gaming
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Since the gaming industry began to develop, it also formed the culture of playing video games. It consists of the popular attitudes, behaviors, and practices that surround gamers and their communities. One of the most popular stereotypes about gamers is that they are considered to be mainly young people, white or East-Asian, and predominantly males. According to the Entertainment Software Association’s 2018 recent report, 45% of gamers in the U.S. are female. However, among core gamers, males dominate, making the female statistic somewhat misleading (Fu n.d.). Sexism and inappropriate behavior towards females are commonplace. Players appear to conform to stereotypical masculine norms and tend to maintain a male-dominant hierarchy.
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Besides the dominance of males in old stereotypes about video games, the culture of nerd and geek is also another remarkable stereotype. Gamers are mainly seen as nerdy, lazy, and unattractive. They are also considered not to have stable study or job occupations, most of the time focusing on video games. The view from the society to them is mainly negative as they are seen to have no beneficial contribution to the community. However, on the other hand, those people are highly welcomed in gaming communities, who share with them many similar interests and behaviors.
3. Gaming communities
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Since the birth of video games, players have always been looking to find like-minded people. From the first pixel adventures to today’s multiplayer online worlds, gaming communities have played a huge role in transforming games from mere entertainment to true cultural phenomena (Games 2023). These communities mainly take place in online games environments or social media such as Steam Community, Discord, Reddit… A number of them can also bond together by performing real-life activities. There have been gaming events which are hosted to showcase technologies and connect gamers such as Gamescom, Taipei Game Show, DreamHack… In Vietnam, these occursions are becoming more popular as they can be hosted locally with a small number of gamers in local gaming centers or huge tournaments in arenas. Communities of reputable games such as Gunny, League of Legends, and FC Online are the main contributors to the shared environment. A number of them also take part in community movements such as MixiGaming. In 2020, the group donated about 200 million VND to build bridges for a remote mountainous village in Cao Bang province and used the residue funds to give bicycles to children with difficulties traveling to their schools. These activities improved the image of gaming communities in many people, influencing them to change their thoughts about gaming culture.
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4. Live-streaming in gaming culture
The donations of MixiGaming mainly come from live streaming sessions of Do Mixi, a reputable gamer in Vietnam. He conducted live videos and publicized all the received money to maintain transparency of the fund. Live-streaming is also an attractive point not only for him but also for many gamers. Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming (Li, Wang & Liu 2020). In recent years, the online broadcast industry has developed rapidly with the emergence of various live-streaming platforms, such as Twitch, YouTube, Douyu, Huya, and so on. In 2016, Twitch and YouTube Gaming had more than 470 million regular visitor members in 2016 (more than 50% of gamers in the US, Europe, and Asia Pacific). In recent years, the market for this type of gaming media has even increased more sharply, making it an ideal market for many streamers. From these live-streaming sessions, communities are formed around them as the streamer attracts several viewers. They can make a great contribution to other content of the live streaming channels, whether to give suggestions for the next video or be on stage with the streamer. The phenomenon gave birth to many communities and improved the influence of gamers, making live streaming a lucrative market and developing the gaming industry as well.
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References:
1. Editors, H com 2017, Video Game History, HISTORY, viewed 21 March 2024, https://www.history.com/topics/inventions/history-of-video-games#modern-age-of-gaming. 2. Fu, D n.d., A Look at Gaming Culture and Gaming Related Problems: From a Gamer’s Perspective, viewed 21 March 2024, https://smhp.psych.ucla.edu/pdfdocs/gaming.pdf. 3. Games, BG 2023, Gaming Communities: The Rise and Impact of Gaming Communities on the World of Video Games, Medium, viewed 21 March 2024, https://bggames.medium.com/gaming-communities-the-rise-and-impact-of-gaming-communities-on-the-world-of-video-games-1fec152f649f. 4. Li, Y, Wang, C & Liu, J 2020, ‘A Systematic Review of Literature on User Behavior in Video Game Live Streaming’, International Journal of Environmental Research and Public Health, vol. 17, no. 9, p. 3328. 5. University of Minnesota Libraries Publishing 2016, 10.2 The Evolution of Electronic Games, open.lib.umn.edu, University of Minnesota Libraries Publishing edition, 2016. This edition is adapted from a work originally produced in 2010 by a publisher who has requested that it not receive attribution.
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whirlwindsdiary · 7 months
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From the depths of my phone
I really love this photo, like honestly
Gamescom 2017; Cosplay: Black Canary Justice League Unlimited ver.
Photo taken by: my older brother
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jcmarchi · 7 months
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Switch Successor Targeting March 2025, According To New Report
New Post has been published on https://thedigitalinsider.com/switch-successor-targeting-march-2025-according-to-new-report/
Switch Successor Targeting March 2025, According To New Report
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Japanese outlet Nikkei is reporting that the Switch successor, or “Switch 2” as it’s been dubbed colloquially within the games industry, is targeting a March 2025 launch, according to VideoGamesChronicle. This report follows earlier reporting from VGC and other outlets like Eurogamer that Nintendo’s next console was originally targeting a 2024 launch before being pushed internally to the first quarter of 2025, which lines up with Nikkei’s latest reporting. 
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VGC reports that Nikkei writes, “Priority was given to ensure the initial inventory of the successor console and a lineup of software titles at the time of its launch” to curb the possibility of a stock shortage similar to what the PlayStation 5 and Xbox Series X/S experienced back in 2020. Following previous reports, Nikkei also writes that Nintendo’s next console will be a hybrid home console-portable device like the Switch with a larger screen. 
Finally, Nikkei writes the internal target is March 2025 but that the Switch 2 could slip beyond that depending on manufacturing and the software available for the console’s launch at that time, according to VGC. If it does launch in March of next year, it’d follow in the Switch’s footsteps, which launched in March of 2017.
It’s important to note that all of this should be taken with a grain of salt as these delays remain internal for the time being. The Switch’s successor hasn’t even been publicly revealed yet, so there’s no telling when to expect it officially. In the meantime, though, read about how Nintendo reportedly demoed the Switch successor to developers at Gamescom last year. 
[Source: Nikkei via VideoGamesChronicle]
Do you think March of next year is a good time for a new Nintendo console? Let us know in the comments below!
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games-und-lyrik · 9 months
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Pixelity Games Inc. - Pioniere in der VR-Entwicklung
Pixelity Games Inc. ist ein innovatives VR-Entwicklungsstudio, das sich der Ausweitung der Grenzen virtueller Realität verschrieben hat. Seit seiner Gründung im März 2017 hat sich Pixelity zum Ziel gesetzt, Spielern aller Altersgruppen und Fähigkeiten eine immersive, intuitive und grafisch hochwertige Spielerfahrung zu bieten. Der Weg zur Spitze: Erfolge und Meilensteine Pixelitys Reise begann im Oktober 2017 mit einem großen Erfolg: Der Gewinn des Grand Prix für Killer Kontent für das Spiel "Rise of the Fallen" bei der VR/AR Creative Audition der GCA. Dies war nur der Anfang einer beeindruckenden Erfolgsgeschichte. Im Mai 2018 folgte die Veröffentlichung von "Rise of the Fallen" auf Google Daydream und im September 2019 der Gewinn des Gold Prize beim Qualcomm & Pico Innovation Contest. ©Pixelity Games. Ein weiterer großer Meilenstein war die Veröffentlichung von "Crazy World VR" für die Oculus Quest im Juni 2021, gefolgt von der Präsentation der Demo von "The Patcher" beim Steam Next Fest 2021 im selben Monat. Die Anerkennung ihrer innovativen Arbeit wurde im Dezember 2021 mit dem 7th Korea Top Enterpriser Awards für technologische Innovationen bestätigt. ©Pixelity Games. Globaler Erfolg und Ausweitung 2022 war ein weiteres entscheidendes Jahr für Pixelity. Mit der globalen Beta-Veröffentlichung von "The Patcher" im März und der Aufnahme in das Global Entrepreneur Programme des Department for International Trade (U.K.) zeigte der Entwickler seine internationale Präsenz. Die Unterzeichnung eines MOU für digitale Gesundheitsinhalte im Bereich der Bildung zu neurodiversen Entwicklungsstörungen im Juni unterstreicht ihr Engagement für soziale Verantwortung. ©Pixelity Games. Die Teilnahme und Ausstellung auf der Gamescom 2022 im August und die Veröffentlichung von "Teahouse of Souls" beim Steam Next Fest 2022 im Oktober zeigten das kontinuierliche Engagement von des Entwicklers in der Gaming-Community. Mit der Veröffentlichung von "Crazy World VR" bei PICO, "The Patcher" bei PICO und schließlich "Puttzle" bei PICO, Steam sowie Meta AppLab im März 2023, setzt seinen Weg fort, qualitativ hochwertige VR-Erlebnisse zu schaffen. Fazit: Pixelitys Zukunft in der VR-Welt Pixelity Games Inc. hat sich als ein führender Akteur in der VR-Entwicklungsbranche etabliert. Mit einer beeindruckenden Liste von Auszeichnungen, Veröffentlichungen und Teilnahmen an bedeutenden Branchenereignissen zeigt der Entwickler, dass es möglich ist, hochwertige, innovative und zugängliche VR-Erlebnisse zu schaffen. Ihr Engagement für Qualität, Innovation und soziale Verantwortung positioniert sie an der Spitze der VR-Entwicklung und lässt auf eine spannende Zukunft in der Welt der virtuellen Realität hoffen. Weiter geht es zur Website von The Patcher Lesen Sie den ganzen Artikel
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mi5016leiascott · 10 months
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My Example games
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I wanted to go with this franchise because I always had an interest in the games. I know the history and have easier access to online interviews. It gives a unique insight into seeing a more behind-the-scenes look. I also own both the games and can help bring a better point of comparison between them because it is a progression into how they improved sound quality.
I also thought it was interesting how games can be impacted by music and how it can feel rewarding or unsettling when there is silence.
Little Nightmares began back in 2017 on April 27th and was first announced in 2016 on August 24th at Gamescom. It was made by Tarsier Studios in Sweden, the narrative designer was Dave Mervik, and producer Lucas Rouselle by Bandi Namco, who is now the executive producer on Little Nightmares 3. After the first game came along with 3 DLCs, physically canceled comics, a mobile game called Very Little Nightmares, and a webcomic. Later came out with a second game on February 11th, 2021, and reached over 5 million players. This year's new promotional material came out with a podcast mini-series called The Sounds of Nightmares.  
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thetoxicgamer · 1 year
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Nintendo reportedly showed Switch 2 at Gamescom, but only to developers
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of Gamescom, Nintendo allegedly gave developers a sneak peek of the Switch 2 and a tech demo of Breath of the Wild using the upgraded hardware. The Switch 2 could be closer than we think if the reports are accurate. According to Eurogamer on Sept. 7, select developers were treated to private demonstrations of the Switch 2 behind closed doors. The console was said to be running an upgraded version of Breath of the Wild, but the developers didn’t confirm whether another release was in the works. Nintendo hasn’t publicly spoken about the Switch 2 yet, but reports that the Switch 2 would be announced “at Gamescom” suggested that news about the Switch successor would be coming soon. The first Switch launched in 2017, and it has enjoyed a surprisingly long life cycle. 2023’s Tears of the Kingdom sold over 18 million copies, although it’s widely acknowledged to be the Switch’s last major release. Players expect the Switch 2 to release in the second half of 2024. Nintendo is notoriously secretive about its upcoming releases, so the fact that the developers are willing to show off the new console all but confirms that the Switch 2 is on its way. Read the full article
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transcendersmedia · 1 year
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Impressions from Devcom & Gamescom
Last week was a really intense one for us, as we attended both Devcom and Gamescom. At Devcom, we did the first IRL showcase of Truer than You, during the two conference days, as well as at Developer Night at Courage Cologne. Then we moved over to Gamescom for meetings, where we were part of the Creative Europe Media stand.
Showing the game
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Layna | Cozy Games playing Truer than You at Devcom
Showing a game publicly for the first time is always nerve-wracking. We have done a user test of the game before, but it’s very different to observe people when they are playing. We learned a lot! Some of the findings we did were things we had already suspected, some were things we didn’t already know, which is great, because now we’ll have the chance to make things better.
The players
We tried to keep track of the players, and found that 63 % seemed to be female/non-male. We had already estimated that 60 % of our players would be non-male, and this guess seems to be fairly accurate. Then you’d have to consider that (judging from what we could see) the visitors to Devcom are not evenly distributed between genders – we believe there are less female visitors than male. Some of the players commented that they were drawn to the game since they interpreted it to be LGBTQ+, which made us really happy, because it’s true!
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The art style
The most common comments revolved around the art style. “Visually striking”, “unique” and “one of a kind” were some terms used, and I, who created the art, could not be happier. The art for this game has actually been a challenge from the start, and I’ve changed the style, especially of the backgrounds, many times. Getting encouraging comments was exactly what we needed.
Rin's gender
Before showcasing, we had some questions around how the main character Rin would be interpreted by players. Some commented that they appreciated that Rin was explicitly stated as non-binary. (I myself got goosebumps when a player called out “yay” at the point when Rin said their pronouns were they/them.)
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There were also some players who used the pronoun “she” for Rin, which we see as a good thing, since we were afraid they would be interpreted as male. Seeing that different players used different pronouns for Rin was something that delighted us. (Two players were also called Rin themselves, but that’s a completely different story).
The things that didn’t work
We also found some things that we need to improve, and two things stood out. One was that some players didn’t grasp how the choices worked, and they could miss making any choices at all (since the game doesn’t force you to make choices, you can always continue without choosing).
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Another was that some players got a little “lost” when clicking around in the in-game phone, not knowing when and how to close it. Both these things can be addressed with better feedback through sounds and animation, and (in the phone) adding a button, but also by making the tutorial more thorough.
Developer Night & Courage Cologne
After the last day of Devcom it was time to showcase at Developer Night / Courage Cologne. It was our first time at that event, which brings thousands of people to a showcasing night at a club. There are many, many cool indie games to play, an outdoor area to hang out in, and a dance floor (that attracted my attention a lot, since I was in the mood for dancing). We thoroughly enjoyed this event. It reminded us of showing Knife Sisters at A Night of Erotica in Malmö in 2017, which was a great experience, and the first time we showcased Knife Sisters. 
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Our station at Courage Cologne before the event, next to our nighbours from Greece and their amazing game
Showing a game on a club night is very different from showcasing at daytime, and our game might not be 100 % suited for a loud and crowded environment, but actually, a lot of people played. The happiest things were to reunite with the founders of Gamera Games, who we’d met for the first time at Gamescom last year, and to meet with someone who helped us test Truer than You and who we hadn’t met in person before.
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Hanging out with other devs at Courage Cologne
Gamescom highlights
After showcasing for two days and one night, moving over to Gamescom to “only” have meetings actually felt kind of easy. We were part of the Creative Europe Media stand, and met with many new and old friends and strengthened our business relations. I guess!
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Meeting up with a female/non-male network from Discord was one of the highlights, another was talking to the Korean dev behind the cheeky platformer Pigromance, and a third was hanging out with friends on the stairs to the Dome in the middle of the night. 
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We also took the time to explore the exhibition halls, see our friends do a chiptune show, play some games, and get mystery bags.
All in all, our experiences from Devcom and Gamescom were wonderful – and we’re already looking forward to coming back next year!
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Plushie loot from the mystery bags!
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