#Mac vs RPG fan conversions
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depizan · 5 years ago
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I found a fan created Old Republic conversion for the West End Star Wars game, and it’s hilariously biased. Or just wildly inconsistent. I can’t decide which. I don’t usually pick on fan created things, but this is so weird.
Quick primer on WE Star Wars stats: there are six of them (Dexterity, Perception, Knowledge, Mechanical, Strength, and Technical), 2D (2 six sided dice) is average, player characters start with 18 dice to allot. (While an average, non-adventuring person in the universe would only get 12 - giving them 2D across the board or some below average attributes. Important NPCs get statted like player characters, with 18 dice.)
It was kind of an unusual game because the attributes aren’t statted across a very big range. 1D-4D is the human range, with some other species going up to 5D. (Like strength in Wookiees, for example.) Also, as you might have noticed, it assumes that player characters are pretty consistently above average.
(It was also my first Star Wars RPG, and I have a soft spot for it, which is why I was looking at the fan conversion in the first place.)
Anyway, at first the character statting looked reasonably normal. For example, Elara Dorne is statted out: Dexterity 3D+2, Perception 2D+2, Knowledge 3D+2, Mechanical 2D+2, Strength 2D+2, Technical 2D+2. (18 dice, unless I’m mathing wrong. Exactly what an important NPC should be statted with)
But then I started noticing some characters who were statted...oddly. A whole ton of companion characters are statted at 2D across the board. Maaaybe companions the creator didn’t like? (I’m guessing this because said listing includes companions some people consider “boring” like Felix Iresso and Nadia Grell, companions who are divisive, like Malavai Quinn and Kaliyo Djannis, and companions everyone hates, like Skadge. (Shouldn’t he be D4 Strength? At least? He’s a Houk!))
Then I started looking at the “Average [SWTOR player class]” stats and that was the point at which I decided I had to share the WTFery. I’m just going to share the four non-Force Sensitive classes because I can’t quite remember how Force Sensitivity fits into character creation. (Yes, I could just go look it up. I’m lazy. It’s late.)
Havoc Squad Trooper: Dexterity 3D+2, Perception 2D+2, Knowledge 1D+1, Mechanical 2D, Strength 3D, Technical 2D+2. (15 1/3 dice. ... Where’d the other 2 2/3s dice go?)
Bounty Hunter: Dexterity 3D, Perception 3D, Knowledge 2D+2, Mechanical, 2D+2, Strength 3D+2, Technical 2D (17 dice. Well, that’s better. We’re still short a die somewhere, but it’s close.)
Average Smuggler: Dexterity 2D+1, Perception 2D, Knowledge 1D+1, Mechanical 2D+2, Strength 2D, Technical 1D+2 (12 dice. 12 dice? That’s the number of dice for an unimportant NPC. They need six more. Six. What the heck? All the Smuggler companions get 18 dice worth of stats! But not the Average Smuggler. Whyyyyy? At...at least their highest stat is the one they’d use for flying. *grasping at straws*)
Average Imperial Agent: Dexterity 3D+1, Perception 4D, Knowledge 3D, Mechanical 3D, Strength 3D+2, Technical 3D (20 dice!? What the everliving fuck??? Did they steal the dice from the other classes? That’s not even the statting for a Cipher Agent (there isn’t one. thank the stars.) just, you know, an average agent. Holy Shinkies, Batman! This isn’t a Galaxy Guide, it’s Imperial Propaganda!)
I so want to know how the person (or persons) who did the conversion came up with their stats. They make no sense. None at all. Not on the companion level (Corso is stronger than Skadge? Guss is stronger than Skadge???), not on the apparent character class level. (who stole all the Smuggler’s dice???). Not even on the important other NPC level (you don’t even want to know how wonky that all gets).
But holy hell are some of the weird stats funny.
Twenty dice!? No! You don’t get twenty dice to stat out your character! Bad!
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roxylucas · 8 years ago
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Meme, from @fanfoolishness!
Rules: Answer all questions, add one of your own, and tag as many people as there are questions.
Coke or Pepsi: I dunno, coke? I personally don’t drink fizzy drinks really at all so when I do I can’t tell the difference haha
Disney or Dreamworks: hmmm Disney, I’m not a massive fan of modern Disney and Dreamworks is ok but a lot of my childhood faves are Disney films
Coffee or tea: You’re all going to call me unpatriotic here but I actually don’t like tea (!!) I love coffee, specifically MOCHA, I’m a bit of a mocha feind
Books or movies: Books, I love both but books I can REALLY escape into another world when I read and I think books kept me sane while I was a lonely teenager
Windows or Mac: Both for different things! For every day use Macs are much simpler and less faffy to use, Windows have so much stuff going on and pop ups and virus scans and blablabla BUT Windows is far superior for gaming. We have a mac desktop for everyday stuff and last year got ourselves a proper gaming PC, I love it 
DC or Marvel: Again, not a massive fan of either but I’ve enjoyed some marvel films, I just lose count of the amount for each franchise now and I can’t keep up haha
Xbox or PlayStation: Playstation all the way. I never had consoles growing up, just my pocket gameboy (which I still have :D)  and an atari, so didn’t discover console gaming until I met my hubby 8 years ago and he had an xbox 360 which got me massively into gaming. When the xbone vs ps4 war was on he picked the ps4 side and I just went along with it but yeah it’s awesome 
Dragon Age or Mass Effect: Tough question buuuut I will have to say Mass Effect, it was my first Bioware game and one of the first games I played that got me SO involved that I literally felt like I was grieving when it ended haha. I love Dragon Age too but I don’t think it can surpass my first big rpg love 
Night owl or early riser: Night owl for sure. I don’t do mornings at all... I stay up  until about 2/3am most nights, but I don’t have a 9-5 job so I guess I just have the same routine as other people just... moved later on? 
Cards or chess: Hmmm chess
Chocolate or vanilla: Chocolate, I’m a total shameless chocoholic
Vans or Converse: Converse, I have one pair but never owned vans so I can’t comment on them! My hubby has a slight converse obsession, especially for neon/brightly coloured ones and I’m sure he’s almost got as many pairs of shoes as I do!
Lavellan, Trevelyan, Cadash, or Adaar: In general or my ocs? In general I prefer the way Lavellans fit into the story (if we’re talking DAI here anyway) but with ocs I did really love my Adaar, Kata, she did my nightmare run so she was completely badass
Paragon or Renegade: I have to say Renegade is much more fun to play, I always play my first time through games being the ‘good guy’ being nice/kind etc... my 2nd ME play through was renegade though and I had so much fun I’ve never gone back to paragon
Star Wars or Star Trek: Star Wars, I like the movies (mainly the original trilogy, not so much the prequels, but the most recent 2 were good too) not really ever got into Star Trek, I was more of an SG1 and Farscape girl growing up so Star Trek/Star Wars weren’t really on my radar until my 20s
One episode per week or binge watching: Oh binge watching every time if I watch series by myself, if the hubby and I are watching a series we *try* and space them out!
Heroes or Villains: It all depends on how they’re written/portrayed, overall I think I generally prefer villains
Kill Quinn or kiss him: I don’t know who Quinn is?
Gandalf or Obi-Wan: Gandalf all the way, mostly because I’m WAY more of a LOTR nerd than Star Wars
MMO or Single Player? Single Player, I used to play a lot of World of warcraft back in the day but mainly did the single player stuff, never dungeons or raids etc (nerd alert, when hubby and I were first going out we used to sit in his living room on our laptops and play WoW together for hours on end), but once I reached the top level with some characters I ran out of things to do without having to deal with internet twats so I stopped playing (and subscriptions are expensive!), I’m much happier in my own game world haha
Sci-fi or fantasy?  Another tough question... I’d have to say sci fi right now because I’m in that mood and so hyped for Mass Effect and Horizon Zero Dawn, not to mention Prey and the Surge that looks awesomely sci fi too... but give me Skyrim with space ships/aliens and I’d be set up for life...   
My question: Errr.... I’m stuck so I’m going to steal the question that was previously here ;) Cats or Dogs? I love both but it’s always been cats for me. I grew up with cats all my life, my parents always had 2 and when I was about 6 or 7 one of our cats had kittens and we kept two of them so I spent a good 10 years or so growing up with 4 cats in our house, my hubby was the same and his family always had cats so it was only natural for us to have our own little feline family! We have 3! I still want more... as for dogs I used to be pretty scared of them, I got pushed into a pond when I was little by a huge dog and I’ve always been pretty wary of them, I still don’t like dogs that jump up and bark at you but my piano teacher has 2 AWESOME rescue dogs that I’ve got to know over the years and they’re adorable and perfect and I now realise most dogs are pretty cool
PS. sorry for my lack of updates recently, I’ve been having trouble with my back (ah to be 30...) so it’s been pretty uncomfortable to sit at the computer and paint (or do anything really)  hopefully I can get to the chiropractor sooooon and get it sorted
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jackw-gamedesign · 8 years ago
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Hi! I would like to learn how to be less of a hobbyist and edge into making games as a profession. I have the problem of making basic game ideas with stories or unique game ideas with little to no story. I have made some games, but they are not really worth mentioning.
Hello Zuvizutakano,As I’m not a professional game developer ( I don’t work for a company and don’t get paid hourly rates) all I can offer is speculation. If you want insight into the professional game scene, a blog worth looking at is @askagamedev. They regularly post very interesting write-ups of what life is like for a professional game developer!
But I’ll do my best to answer your question… (TL;DR, I discuss what I know of Target Market, Development Timeframe, Length of Play, Monetization and Path to Ship)
So You Wanna Get Paid?
To break the mold of the ‘hobbyist’, you’ll need to begin considering a few key things:- Target Market- Development Timeframe- Length of Play- Monetisation- Path to Ship
Target Market
Demographics
Fairly straight forward. What audience do you want to aim your game at? This is paramount to success in so many little unforeseen ways. And your audience can be any type of people, we’re not just talking age and gender. Consider fans of genres. Horror fans, sci-fi fans, RPG fans, FPS fans, Horror-FPS fans, Casual Gaming fans, Mobile fans, etc etc. 
A great tip from the developers of Mini Metro was they only targeted a very specific audience, and the result was they got really good reviews on Steam because it satisfied a niche market. Conversely, if they’d gone for a wide audience they might not have had such a high percentage of great reviews and the store page would have suffered as a result.
Research
Now research. research. research. If you’re making a game in a particular genre for a particular group of people, read up everything you can and play everything you can of well loved games in that same genre. You’re looking for that golden egg of “what makes these games so good?” and in the process you’ll learn a lot more about how to create better design choices.
Target Platform
You also want to consider your platform for release. And not just PC/ Mac/ Console/ Mobile etc, but also are you going to put it on Steam? App Store? Origin? Look into each of these and learn the pros and cons of each. Decide this EARLY as it will have major implications on core things like how you structure your code, etc.
Development Timeframe
We hear of games made by tiny teams which were huge successes like Owl Boy, Gone Home, Stardew Valley, Undertale etc, but a lot of these games were in development for three or more years. Antichamber was around seven years of development!
So when you start your project, decide how long you want it to take. STICK to this as much as possible, but also accept the reality right from day one that this is a lie and it will inevitable take much longer.
Learn to scope. Scope is essentially the overall size of your game, calculated by the amount of hours it will take you to do everything. Ideally, the estimated time it will take you to complete the game will be what you hit when you finish it. But this never happens in game development, people always over scope and always have to cut things. Be prepared for this and accept it as it comes. Learn to work with it. 
Remember, at the end of the day you have to be able to deliver a product you will sell to make money. If you never deliver that product, you will never make money.
Length of Play
Dollar per Minute
This is an interesting point that a lot of people don’t usually mention but I think it’s very crucial to success. Let’s run a little example:- You want to sell your Dungeon Crawler game for $20 USD. - Currently, it takes your friends about 1 hour to complete. - You go to Steam or whatever online store you’d like to host it on and you see another game, also a Dungeon Crawler, on there for $15 USD- You know that game has a regular playtime of 3 hours. 
How can you expect someone to pay more for your game yet receive less content?
Structure your design choices to give people an adequate amount of content for what price tag you want to put on it. Think of the value as a dollar-per-minute calculation. I know this feels like its tearing the heart and soul out of gaming, but business is business.
How Long Is One Sitting?
Think about how long you want people to play the game in one sitting. Maybe you are making a mobile game where they can jump in, play a game loop for thirty seconds, then go back to whatever it was they were doing. 
Or is it a longer form game like Dark Souls? Something that demands you phone all your friends and tell them you’re really busy, then close the curtains, order food delivery, and sit down for several hours (or twelve) to smash it out.
Something like this is also part of what we call game loops in development. PART of, not an actual definition. A game loop is any action or set of steps a player repeats over and over. And the loops go from the micro right out to the macro. (ie move, jump, move jump could be one micro loop, and complete all levels in one stage, move to next stage could be a larger loop).
Consider the loops of your game, the amount of content, what kind of game it is and how long you want people to play it for. This will inform many design choices and also that ever-tricky price tag.
Monetisation
How are you going to make money from the game? If you’re doing a phone game, you might want to start learning how other popular apps offer in-game purchases or the choice to watch an ad and be rewarded for it. Mighty Games / Hipster Whale are an excellent source of inspiration for monetizing mobile games.
If you’re making a PC game, are you just having the premium purchase (the flat rate of the price of the game) for income? Or are you planning paid DLC, etc etc. 
This isn’t necessary to think about early on, but it’s definitely something you will have to work out if you want to be a professional instead of a hobbyist.
Path to Ship
This is CRUCIAL. And what it means is what steps are you planning leading up to the release of your game? 
If you want to sell a product you have to start thinking about this early. Consider things like: - The general time of year you’d like to put your game on the market- What conventions can you attend leading up to release to demo your game?- How will you advertise your game or do marketing stunts, etc- Can you tee up a Youtuber to play your game before release, to gain popularity?- How do you sort out who is a legitimate journalist/ reviewer wanting a key for your game vs a sketchy person hoping to sell it on their website?
And if you’re doing physical sales, you’ll have to organise getting a publisher onboard and sort out a distributor who will need so many copies of your game, etc
HOWEVER!
Don’t let the whole shipping process freak you out when you start developing your game. At first, as a designer, you need to do your best to create the most engaging experience. Just be aware though at some point you will need to sit down and figure out how, when and where you want to release your game.
Release Date is Paramount to Success
Consider this: You’ve spent five years of your life perfecting a game. You release it on November 20, confident you have enough audience to make a few thousand sales in your first week….
Uh-oh, turns out Call of Duty released the week before you, and the next Assassin’s Creed is coming out in three days time, and Far Cry the week after that. Goodluck getting anyone to review your game or to even get a spot on the Steam front page when you have three mega-companies fighting well above your head.
This situation sounds bizarre but it 100% can happen. Do your research about when you want to release, and ensure you have everything under control and planned out so that you come out soaring with sales. 
But then again, I haven’t released a game!
Hope that’s useful in some way, shape or form. Please feel welcome to write to me if you have any other questions :)
- Jack
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symbianosgames · 8 years ago
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Video Game Deep Cuts: Hitman vs. Edith Finch - Go!
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Hitman level design, What Remains of Edith Finch, and much, much more.
As I battle jetlag after my return from Asia to a sunny California spring, I've been thinking a lot this week about discoverability for games again. Shouldn't there be more niche game subscription services out there for those looking to support underappreciated/'different' titles? I love Humble Monthly, but some of the more mainstream subscribers seem to get grumpy about the quirkier indie titles in it at times - much like PS4 players litter indie YouTube trailer comments with fist-shaking.
And how about adding context to the games in a subscription with dev interview videos, 'Let's Play'-style playthoughs, or even analysis videos? Would any of you sign up for something like this? Curious...
- Simon, curator.]
-------------------
Passing Through Ghosts in Pac-Man (John Harris / Gamasutra Blogs) "This is an excerpt from my book Bug Voyage: A Tour of Classic Game Glitches, available in the current Rogue Souls Storybundle [SIMON'S NOTE: which I curated!]. The book also contains information on pseudorandom number generation, doing low-level math in binary and decimal, and how you can crash any Galaga machine without even putting money in."
Writing Indie Games Is Like Being a Musician. In the Bad Way. (Jeff Vogel / The Bottom Feeder) "Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.) At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. [SIMON'S NOTE: Please read this.]"
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next (Chris Suellentrop / Glixel) "That enthusiasm for the unknown is the hallmark of 57-year-old Molyneux's long career. He stopped by the Glixel offices in March to talk – barely – about his next game, Legacy, as well as to speak at length about everything from No Man's Sky and Pokémon Go to his aborted Kinect experiment, Milo."
toco toco ep.49, Yoko Taro, Game Creator (toco toco TV / YouTube) "In this episode, we spend the day in Osaka with Yoko Taro, director of the famous Drakengard and NieR series. Our first stop will be at PlatinumGames, the studio that was in charge of developing Yoko’s most recent title: NieR: Automata."
How Hitman’s Hokkaido level was made (Alex Wiltshire / RockPaperShotgun) "The latest Hitman['s]... levels are a jetset tour of places you believe could exist, but these aren’t just credible environments, they’re also machines for killing in. And the first season of Hitman closed with one of its best. Hokkaido is at once compact and expansive, melodramatic and credible, and I talked to IO about how it was designed."
Game Over, Uwe Boll (Darryn King / Vanity Fair) "The man known as the world’s worst director is now retired and running a Vancouver restaurant. But he’s still not done waiting for the world to give him his due. [SIMON'S NOTE: you really should read this one, if only for Boll's random Chris Kohler diss, haha.]"
Inside the Resilient ‘Team Fortress 2’ Community on the PlayStation 3 (Aron Garst / Motherboard) "To say that PS3 players got a raw deal is one hell of an understatement. But they've managed, and made friends along the way."
THOTH, And How I Talk About Games (Errant Signal / YouTube) "Just a little thing I made at the end of last month while fighting off some sickness. [SIMON'S NOTE: an interesting - if a bit self-doubt-y - meta-analysis from one of the better YouTube game analysis folks on how you should approach mechanics-led games in terms of commentary.]"
Valve has cut Dota 2 royalties, and workshop creators are crying foul (Arthur Gies / Polygon) "There’s unrest in Dota 2’s community this week, as several artists responsible for many of the free-to-play game’s popular cosmetic items allege that Steam owner and Dota 2 developer Valve Software has systematically reduced their earnings and may be permanently damaging the long-term viability of Dota 2’s business model."
Magic: The Gathering's Head Designer Has A Damn Hard Job (JR Goldberg / Kotaku) "“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”"
Roam free: A history of open-world gaming (Richard Moss / Ars Technica) "Open-world video games bear the impossible promise—offering compelling, enjoyable open-endedness and freedom within the constraints of what is, by necessity of the medium, an extremely limited set of possible actions. These games provide a list of (predominantly violent) verbs that's minuscule in comparison to the options you would face in identical real-life situations. Yet, we can't get enough of them."
Tom Clancy's Inherent Silliness: Why Ghost Recon Wildlands Couldn't Escape Its Fate (Cameron Kunzelman / Paste) "Ghost Recon Wildlands is a silly game. One might be tempted to think that it’s an intentionally silly game bordering on satire. I mean, after all, it’s almost a parody of games in its genre: it’s a third-person shooter game where four operatives, a handler, and some almost-Communist rebels take on and fully dismantle the infrastructure of a country that’s been fully taken over by a drug cartel."
The Game Beat Weekly: The pressure to stay in line (Kyle Orland / TinyLetter) "These apologetic quotes both get at a truth that's rarely explicitly acknowledged in the world of game criticism: being out of step with the critical or fan consensus on a big-name game or franchise is often not an easy thing to do. At best, having a contrary opinion about a big game these days means being subject to a huge stream of nasty comments, tweets, and e-mails about your view."
The Last Game I Make Before I Die: The Crashlands Postmortem (Sam Coster / GDC / YouTube) "Crashlands was developed by a team of three brothers in response to one of them being diagnosed with late stage cancer. In this 2017 session, Butterscotch Shenanigans' Samuel Coster tells the parallel stories of one family's battle with cancer and the creation of a cross-platform crafting RPG, and find yourself inspired to continue your great work no matter what life throws at you."
The Growing Indie Game Development Scene of South Africa (Lena LeRay / IndieGames.com) "South Africa's video game development scene has been through a lot of ups and downs since it got started in the mid-90s. The indie scene in particular got its first big break in 2010, with the entry of Desktop Dungeons on the world stage."
Destiny's meta shifts are fascinating (Cole Tomashot / Zam) "A meta shift is usually the result of a content release, player discovery, or patch. What makes these meta shifts interesting, is that while they are occurring a push and pull relationship between developers and players reveals itself as both parties play a role in a game’s meta."
Meeting Andrzej Sapkowski, the writer who created The Witcher (Robert Purchese / Eurogamer) "Andrzej Sapkowski has something of a reputation. To start with, he's a big deal. He invented Geralt, witchers, Triss, Ciri, the whole thing - it all came out of his head. He has won awards and his work is revered, especially in Poland. More than once I've heard him described as the Polish Tolkien. But I've also heard he can be difficult - and I'm on my way to meet him."
The sound of SID: 35 years of chiptune’s influence on electronic music (James Newman / The Conversation) "Fortunately, Yannes did know something about music, as well as semiconductors and designing chips. And so in 1981 he began work on what would arguably become the most important milestone in videogame music and one whose influence still resonates to this day: the MOS Technology 6581, also known as the Sound Interface Device, but much better known as the SID. [SIMON'S NOTE: quite a few game soundtracks analyzed in this neat piece!]"
Balancing Cards in Clash Royale (Stefan Engblom / GDC / YouTube) "In this 2017 GDC session, Stefan Engblom, game designer on the Clash Royale team, talks about the philosophies and principles used for balancing cards and gameplay in Supercell's Clash Royale."
The Ten Most Important Early Computer and Video Games (Jaz Rignall / USGamer) "Today's gaming industry is a massive, multibillion dollar entertainment juggernaut. But what are its roots? I thought I'd take a trip back to the very dawn of gaming history and take a look at the devices, inventions, and innovations that gave rise to our favorite pastime."
Mike Tyson's Punch Out NES Nintendo 30th Anniversary (Gajillionaire / YouTube) "30 years ago on March 31, 1987, Little Mac defeated the Super Macho Man for the W.V.B.A. World Heavyweight Title. We look back with YouTube personalities from all over and remember back to that epic night. Then, sit back and watch the original “broadcast” of the classic Championship title fight!"
Three reasons streaming is replacing the Let’s Play industry (Michael Sawyer / Polygon) "YouTube personalities recording themselves playing games is big business, and it seems to be the dominant way for gaming influencers to make money on the platform. The art form is known as “Let’s Play,” although that term doesn’t have much in the way of a set definition. But why does it seem like so many personalities on YouTube are moving to livestreams?"
Jonathan Coulton - All This Time (Official Video) (Jonathan Coulton / YouTube) "From his new album Solid State, out April 28. The album has a companion graphic novel written by Matt Fraction and drawn by Albert Monteys. It's a science fiction story about the internet, the future, artificial intelligence, and how probably only love will save us. [SIMON'S NOTE: this song is wonderful, but the music video is what permits its inclusion in this roundup, heh.]"
Why Video Game Guns 'Feel Good' (Emmanuel Maiberg / Motherboard) "Six out of the top 10 bestselling video games in February heavily featured guns and shooting. The same was true in January and all of 2016. Like it or hate it, video games and guns have gone hand-in-hand for decades and there's no reason to assume that this will change in the near future. [SIMON'S NOTE: part of a series - also see Veteran Developers Remember the Weirdest Guns in Gaming, heh.]"
The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch (Kris Ligman / Zam) "Director Ian Dallas, as it turns out, was more than willing to discuss the artistic and literary influences behind What Remains of Edith Finch with me -- as well as chat about a few paths the game did not end up going down."
The Game Archaeologist: How DIKUMUD Shaped Modern MMOs (Justin Olivetti / Massively Overpowered) "Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know."
The art and joy of video game photography (Simon Parkin / Eurogamer) "Now, when facing up against a Hyrulian monstrosity, my first thought is not, 'Which sword should I use', but rather, 'To which spot should I lure the beast to make the best use of the light?' In 2017, in my game at least, more Links have died taking compendium shots than in encounters with sharks (and not only because the sharks in Hyrule are talkative, handsome and kind)."
Classic Game Postmortem: Maniac Mansion (Ron Gilbert / GDC / YouTube) "In this 2011 Classic Game Postmortem, Maniac Mansion developer Ron Gilbert revisits the classic adventure game and recounts tales from the game's development process. "
Strange Beasts, a sci-fi short about an augmented reality game (Jason Kottke / Magali Barbé / Kottke.org) "Magali Barbé wrote and directed this short sci-fi video about an imaginary augmented reality game called Strange Beasts. It starts off with a “hey, yeah, cool, augemented reality games are going to be fun to play” vibe but gradually veers down the same dystopian path as a lot of augmented reality fictions (like Keiichi Matsuda’s Hyper-Reality)."
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[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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symbianosgames · 8 years ago
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Video Game Deep Cuts: Hitman vs. Edith Finch - Go!
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Hitman level design, What Remains of Edith Finch, and much, much more.
As I battle jetlag after my return from Asia to a sunny California spring, I've been thinking a lot this week about discoverability for games again. Shouldn't there be more niche game subscription services out there for those looking to support underappreciated/'different' titles? I love Humble Monthly, but some of the more mainstream subscribers seem to get grumpy about the quirkier indie titles in it at times - much like PS4 players litter indie YouTube trailer comments with fist-shaking.
And how about adding context to the games in a subscription with dev interview videos, 'Let's Play'-style playthoughs, or even analysis videos? Would any of you sign up for something like this? Curious...
- Simon, curator.]
-------------------
Passing Through Ghosts in Pac-Man (John Harris / Gamasutra Blogs) "This is an excerpt from my book Bug Voyage: A Tour of Classic Game Glitches, available in the current Rogue Souls Storybundle [SIMON'S NOTE: which I curated!]. The book also contains information on pseudorandom number generation, doing low-level math in binary and decimal, and how you can crash any Galaga machine without even putting money in."
Writing Indie Games Is Like Being a Musician. In the Bad Way. (Jeff Vogel / The Bottom Feeder) "Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.) At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. [SIMON'S NOTE: Please read this.]"
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next (Chris Suellentrop / Glixel) "That enthusiasm for the unknown is the hallmark of 57-year-old Molyneux's long career. He stopped by the Glixel offices in March to talk – barely – about his next game, Legacy, as well as to speak at length about everything from No Man's Sky and Pokémon Go to his aborted Kinect experiment, Milo."
toco toco ep.49, Yoko Taro, Game Creator (toco toco TV / YouTube) "In this episode, we spend the day in Osaka with Yoko Taro, director of the famous Drakengard and NieR series. Our first stop will be at PlatinumGames, the studio that was in charge of developing Yoko’s most recent title: NieR: Automata."
How Hitman’s Hokkaido level was made (Alex Wiltshire / RockPaperShotgun) "The latest Hitman['s]... levels are a jetset tour of places you believe could exist, but these aren’t just credible environments, they’re also machines for killing in. And the first season of Hitman closed with one of its best. Hokkaido is at once compact and expansive, melodramatic and credible, and I talked to IO about how it was designed."
Game Over, Uwe Boll (Darryn King / Vanity Fair) "The man known as the world’s worst director is now retired and running a Vancouver restaurant. But he’s still not done waiting for the world to give him his due. [SIMON'S NOTE: you really should read this one, if only for Boll's random Chris Kohler diss, haha.]"
Inside the Resilient ‘Team Fortress 2’ Community on the PlayStation 3 (Aron Garst / Motherboard) "To say that PS3 players got a raw deal is one hell of an understatement. But they've managed, and made friends along the way."
THOTH, And How I Talk About Games (Errant Signal / YouTube) "Just a little thing I made at the end of last month while fighting off some sickness. [SIMON'S NOTE: an interesting - if a bit self-doubt-y - meta-analysis from one of the better YouTube game analysis folks on how you should approach mechanics-led games in terms of commentary.]"
Valve has cut Dota 2 royalties, and workshop creators are crying foul (Arthur Gies / Polygon) "There’s unrest in Dota 2’s community this week, as several artists responsible for many of the free-to-play game’s popular cosmetic items allege that Steam owner and Dota 2 developer Valve Software has systematically reduced their earnings and may be permanently damaging the long-term viability of Dota 2’s business model."
Magic: The Gathering's Head Designer Has A Damn Hard Job (JR Goldberg / Kotaku) "“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”"
Roam free: A history of open-world gaming (Richard Moss / Ars Technica) "Open-world video games bear the impossible promise—offering compelling, enjoyable open-endedness and freedom within the constraints of what is, by necessity of the medium, an extremely limited set of possible actions. These games provide a list of (predominantly violent) verbs that's minuscule in comparison to the options you would face in identical real-life situations. Yet, we can't get enough of them."
Tom Clancy's Inherent Silliness: Why Ghost Recon Wildlands Couldn't Escape Its Fate (Cameron Kunzelman / Paste) "Ghost Recon Wildlands is a silly game. One might be tempted to think that it’s an intentionally silly game bordering on satire. I mean, after all, it’s almost a parody of games in its genre: it’s a third-person shooter game where four operatives, a handler, and some almost-Communist rebels take on and fully dismantle the infrastructure of a country that’s been fully taken over by a drug cartel."
The Game Beat Weekly: The pressure to stay in line (Kyle Orland / TinyLetter) "These apologetic quotes both get at a truth that's rarely explicitly acknowledged in the world of game criticism: being out of step with the critical or fan consensus on a big-name game or franchise is often not an easy thing to do. At best, having a contrary opinion about a big game these days means being subject to a huge stream of nasty comments, tweets, and e-mails about your view."
The Last Game I Make Before I Die: The Crashlands Postmortem (Sam Coster / GDC / YouTube) "Crashlands was developed by a team of three brothers in response to one of them being diagnosed with late stage cancer. In this 2017 session, Butterscotch Shenanigans' Samuel Coster tells the parallel stories of one family's battle with cancer and the creation of a cross-platform crafting RPG, and find yourself inspired to continue your great work no matter what life throws at you."
The Growing Indie Game Development Scene of South Africa (Lena LeRay / IndieGames.com) "South Africa's video game development scene has been through a lot of ups and downs since it got started in the mid-90s. The indie scene in particular got its first big break in 2010, with the entry of Desktop Dungeons on the world stage."
Destiny's meta shifts are fascinating (Cole Tomashot / Zam) "A meta shift is usually the result of a content release, player discovery, or patch. What makes these meta shifts interesting, is that while they are occurring a push and pull relationship between developers and players reveals itself as both parties play a role in a game’s meta."
Meeting Andrzej Sapkowski, the writer who created The Witcher (Robert Purchese / Eurogamer) "Andrzej Sapkowski has something of a reputation. To start with, he's a big deal. He invented Geralt, witchers, Triss, Ciri, the whole thing - it all came out of his head. He has won awards and his work is revered, especially in Poland. More than once I've heard him described as the Polish Tolkien. But I've also heard he can be difficult - and I'm on my way to meet him."
The sound of SID: 35 years of chiptune’s influence on electronic music (James Newman / The Conversation) "Fortunately, Yannes did know something about music, as well as semiconductors and designing chips. And so in 1981 he began work on what would arguably become the most important milestone in videogame music and one whose influence still resonates to this day: the MOS Technology 6581, also known as the Sound Interface Device, but much better known as the SID. [SIMON'S NOTE: quite a few game soundtracks analyzed in this neat piece!]"
Balancing Cards in Clash Royale (Stefan Engblom / GDC / YouTube) "In this 2017 GDC session, Stefan Engblom, game designer on the Clash Royale team, talks about the philosophies and principles used for balancing cards and gameplay in Supercell's Clash Royale."
The Ten Most Important Early Computer and Video Games (Jaz Rignall / USGamer) "Today's gaming industry is a massive, multibillion dollar entertainment juggernaut. But what are its roots? I thought I'd take a trip back to the very dawn of gaming history and take a look at the devices, inventions, and innovations that gave rise to our favorite pastime."
Mike Tyson's Punch Out NES Nintendo 30th Anniversary (Gajillionaire / YouTube) "30 years ago on March 31, 1987, Little Mac defeated the Super Macho Man for the W.V.B.A. World Heavyweight Title. We look back with YouTube personalities from all over and remember back to that epic night. Then, sit back and watch the original “broadcast” of the classic Championship title fight!"
Three reasons streaming is replacing the Let’s Play industry (Michael Sawyer / Polygon) "YouTube personalities recording themselves playing games is big business, and it seems to be the dominant way for gaming influencers to make money on the platform. The art form is known as “Let’s Play,” although that term doesn’t have much in the way of a set definition. But why does it seem like so many personalities on YouTube are moving to livestreams?"
Jonathan Coulton - All This Time (Official Video) (Jonathan Coulton / YouTube) "From his new album Solid State, out April 28. The album has a companion graphic novel written by Matt Fraction and drawn by Albert Monteys. It's a science fiction story about the internet, the future, artificial intelligence, and how probably only love will save us. [SIMON'S NOTE: this song is wonderful, but the music video is what permits its inclusion in this roundup, heh.]"
Why Video Game Guns 'Feel Good' (Emmanuel Maiberg / Motherboard) "Six out of the top 10 bestselling video games in February heavily featured guns and shooting. The same was true in January and all of 2016. Like it or hate it, video games and guns have gone hand-in-hand for decades and there's no reason to assume that this will change in the near future. [SIMON'S NOTE: part of a series - also see Veteran Developers Remember the Weirdest Guns in Gaming, heh.]"
The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch (Kris Ligman / Zam) "Director Ian Dallas, as it turns out, was more than willing to discuss the artistic and literary influences behind What Remains of Edith Finch with me -- as well as chat about a few paths the game did not end up going down."
The Game Archaeologist: How DIKUMUD Shaped Modern MMOs (Justin Olivetti / Massively Overpowered) "Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know."
The art and joy of video game photography (Simon Parkin / Eurogamer) "Now, when facing up against a Hyrulian monstrosity, my first thought is not, 'Which sword should I use', but rather, 'To which spot should I lure the beast to make the best use of the light?' In 2017, in my game at least, more Links have died taking compendium shots than in encounters with sharks (and not only because the sharks in Hyrule are talkative, handsome and kind)."
Classic Game Postmortem: Maniac Mansion (Ron Gilbert / GDC / YouTube) "In this 2011 Classic Game Postmortem, Maniac Mansion developer Ron Gilbert revisits the classic adventure game and recounts tales from the game's development process. "
Strange Beasts, a sci-fi short about an augmented reality game (Jason Kottke / Magali Barbé / Kottke.org) "Magali Barbé wrote and directed this short sci-fi video about an imaginary augmented reality game called Strange Beasts. It starts off with a “hey, yeah, cool, augemented reality games are going to be fun to play” vibe but gradually veers down the same dystopian path as a lot of augmented reality fictions (like Keiichi Matsuda’s Hyper-Reality)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 8 years ago
Link
Video Game Deep Cuts: Hitman vs. Edith Finch - Go!
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Hitman level design, What Remains of Edith Finch, and much, much more.
As I battle jetlag after my return from Asia to a sunny California spring, I've been thinking a lot this week about discoverability for games again. Shouldn't there be more niche game subscription services out there for those looking to support underappreciated/'different' titles? I love Humble Monthly, but some of the more mainstream subscribers seem to get grumpy about the quirkier indie titles in it at times - much like PS4 players litter indie YouTube trailer comments with fist-shaking.
And how about adding context to the games in a subscription with dev interview videos, 'Let's Play'-style playthoughs, or even analysis videos? Would any of you sign up for something like this? Curious...
- Simon, curator.]
-------------------
Passing Through Ghosts in Pac-Man (John Harris / Gamasutra Blogs) "This is an excerpt from my book Bug Voyage: A Tour of Classic Game Glitches, available in the current Rogue Souls Storybundle [SIMON'S NOTE: which I curated!]. The book also contains information on pseudorandom number generation, doing low-level math in binary and decimal, and how you can crash any Galaga machine without even putting money in."
Writing Indie Games Is Like Being a Musician. In the Bad Way. (Jeff Vogel / The Bottom Feeder) "Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.) At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. [SIMON'S NOTE: Please read this.]"
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next (Chris Suellentrop / Glixel) "That enthusiasm for the unknown is the hallmark of 57-year-old Molyneux's long career. He stopped by the Glixel offices in March to talk – barely – about his next game, Legacy, as well as to speak at length about everything from No Man's Sky and Pokémon Go to his aborted Kinect experiment, Milo."
toco toco ep.49, Yoko Taro, Game Creator (toco toco TV / YouTube) "In this episode, we spend the day in Osaka with Yoko Taro, director of the famous Drakengard and NieR series. Our first stop will be at PlatinumGames, the studio that was in charge of developing Yoko’s most recent title: NieR: Automata."
How Hitman’s Hokkaido level was made (Alex Wiltshire / RockPaperShotgun) "The latest Hitman['s]... levels are a jetset tour of places you believe could exist, but these aren’t just credible environments, they’re also machines for killing in. And the first season of Hitman closed with one of its best. Hokkaido is at once compact and expansive, melodramatic and credible, and I talked to IO about how it was designed."
Game Over, Uwe Boll (Darryn King / Vanity Fair) "The man known as the world’s worst director is now retired and running a Vancouver restaurant. But he’s still not done waiting for the world to give him his due. [SIMON'S NOTE: you really should read this one, if only for Boll's random Chris Kohler diss, haha.]"
Inside the Resilient ‘Team Fortress 2’ Community on the PlayStation 3 (Aron Garst / Motherboard) "To say that PS3 players got a raw deal is one hell of an understatement. But they've managed, and made friends along the way."
THOTH, And How I Talk About Games (Errant Signal / YouTube) "Just a little thing I made at the end of last month while fighting off some sickness. [SIMON'S NOTE: an interesting - if a bit self-doubt-y - meta-analysis from one of the better YouTube game analysis folks on how you should approach mechanics-led games in terms of commentary.]"
Valve has cut Dota 2 royalties, and workshop creators are crying foul (Arthur Gies / Polygon) "There’s unrest in Dota 2’s community this week, as several artists responsible for many of the free-to-play game’s popular cosmetic items allege that Steam owner and Dota 2 developer Valve Software has systematically reduced their earnings and may be permanently damaging the long-term viability of Dota 2’s business model."
Magic: The Gathering's Head Designer Has A Damn Hard Job (JR Goldberg / Kotaku) "“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”"
Roam free: A history of open-world gaming (Richard Moss / Ars Technica) "Open-world video games bear the impossible promise—offering compelling, enjoyable open-endedness and freedom within the constraints of what is, by necessity of the medium, an extremely limited set of possible actions. These games provide a list of (predominantly violent) verbs that's minuscule in comparison to the options you would face in identical real-life situations. Yet, we can't get enough of them."
Tom Clancy's Inherent Silliness: Why Ghost Recon Wildlands Couldn't Escape Its Fate (Cameron Kunzelman / Paste) "Ghost Recon Wildlands is a silly game. One might be tempted to think that it’s an intentionally silly game bordering on satire. I mean, after all, it’s almost a parody of games in its genre: it’s a third-person shooter game where four operatives, a handler, and some almost-Communist rebels take on and fully dismantle the infrastructure of a country that’s been fully taken over by a drug cartel."
The Game Beat Weekly: The pressure to stay in line (Kyle Orland / TinyLetter) "These apologetic quotes both get at a truth that's rarely explicitly acknowledged in the world of game criticism: being out of step with the critical or fan consensus on a big-name game or franchise is often not an easy thing to do. At best, having a contrary opinion about a big game these days means being subject to a huge stream of nasty comments, tweets, and e-mails about your view."
The Last Game I Make Before I Die: The Crashlands Postmortem (Sam Coster / GDC / YouTube) "Crashlands was developed by a team of three brothers in response to one of them being diagnosed with late stage cancer. In this 2017 session, Butterscotch Shenanigans' Samuel Coster tells the parallel stories of one family's battle with cancer and the creation of a cross-platform crafting RPG, and find yourself inspired to continue your great work no matter what life throws at you."
The Growing Indie Game Development Scene of South Africa (Lena LeRay / IndieGames.com) "South Africa's video game development scene has been through a lot of ups and downs since it got started in the mid-90s. The indie scene in particular got its first big break in 2010, with the entry of Desktop Dungeons on the world stage."
Destiny's meta shifts are fascinating (Cole Tomashot / Zam) "A meta shift is usually the result of a content release, player discovery, or patch. What makes these meta shifts interesting, is that while they are occurring a push and pull relationship between developers and players reveals itself as both parties play a role in a game’s meta."
Meeting Andrzej Sapkowski, the writer who created The Witcher (Robert Purchese / Eurogamer) "Andrzej Sapkowski has something of a reputation. To start with, he's a big deal. He invented Geralt, witchers, Triss, Ciri, the whole thing - it all came out of his head. He has won awards and his work is revered, especially in Poland. More than once I've heard him described as the Polish Tolkien. But I've also heard he can be difficult - and I'm on my way to meet him."
The sound of SID: 35 years of chiptune’s influence on electronic music (James Newman / The Conversation) "Fortunately, Yannes did know something about music, as well as semiconductors and designing chips. And so in 1981 he began work on what would arguably become the most important milestone in videogame music and one whose influence still resonates to this day: the MOS Technology 6581, also known as the Sound Interface Device, but much better known as the SID. [SIMON'S NOTE: quite a few game soundtracks analyzed in this neat piece!]"
Balancing Cards in Clash Royale (Stefan Engblom / GDC / YouTube) "In this 2017 GDC session, Stefan Engblom, game designer on the Clash Royale team, talks about the philosophies and principles used for balancing cards and gameplay in Supercell's Clash Royale."
The Ten Most Important Early Computer and Video Games (Jaz Rignall / USGamer) "Today's gaming industry is a massive, multibillion dollar entertainment juggernaut. But what are its roots? I thought I'd take a trip back to the very dawn of gaming history and take a look at the devices, inventions, and innovations that gave rise to our favorite pastime."
Mike Tyson's Punch Out NES Nintendo 30th Anniversary (Gajillionaire / YouTube) "30 years ago on March 31, 1987, Little Mac defeated the Super Macho Man for the W.V.B.A. World Heavyweight Title. We look back with YouTube personalities from all over and remember back to that epic night. Then, sit back and watch the original “broadcast” of the classic Championship title fight!"
Three reasons streaming is replacing the Let’s Play industry (Michael Sawyer / Polygon) "YouTube personalities recording themselves playing games is big business, and it seems to be the dominant way for gaming influencers to make money on the platform. The art form is known as “Let’s Play,” although that term doesn’t have much in the way of a set definition. But why does it seem like so many personalities on YouTube are moving to livestreams?"
Jonathan Coulton - All This Time (Official Video) (Jonathan Coulton / YouTube) "From his new album Solid State, out April 28. The album has a companion graphic novel written by Matt Fraction and drawn by Albert Monteys. It's a science fiction story about the internet, the future, artificial intelligence, and how probably only love will save us. [SIMON'S NOTE: this song is wonderful, but the music video is what permits its inclusion in this roundup, heh.]"
Why Video Game Guns 'Feel Good' (Emmanuel Maiberg / Motherboard) "Six out of the top 10 bestselling video games in February heavily featured guns and shooting. The same was true in January and all of 2016. Like it or hate it, video games and guns have gone hand-in-hand for decades and there's no reason to assume that this will change in the near future. [SIMON'S NOTE: part of a series - also see Veteran Developers Remember the Weirdest Guns in Gaming, heh.]"
The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch (Kris Ligman / Zam) "Director Ian Dallas, as it turns out, was more than willing to discuss the artistic and literary influences behind What Remains of Edith Finch with me -- as well as chat about a few paths the game did not end up going down."
The Game Archaeologist: How DIKUMUD Shaped Modern MMOs (Justin Olivetti / Massively Overpowered) "Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know."
The art and joy of video game photography (Simon Parkin / Eurogamer) "Now, when facing up against a Hyrulian monstrosity, my first thought is not, 'Which sword should I use', but rather, 'To which spot should I lure the beast to make the best use of the light?' In 2017, in my game at least, more Links have died taking compendium shots than in encounters with sharks (and not only because the sharks in Hyrule are talkative, handsome and kind)."
Classic Game Postmortem: Maniac Mansion (Ron Gilbert / GDC / YouTube) "In this 2011 Classic Game Postmortem, Maniac Mansion developer Ron Gilbert revisits the classic adventure game and recounts tales from the game's development process. "
Strange Beasts, a sci-fi short about an augmented reality game (Jason Kottke / Magali Barbé / Kottke.org) "Magali Barbé wrote and directed this short sci-fi video about an imaginary augmented reality game called Strange Beasts. It starts off with a “hey, yeah, cool, augemented reality games are going to be fun to play” vibe but gradually veers down the same dystopian path as a lot of augmented reality fictions (like Keiichi Matsuda’s Hyper-Reality)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 8 years ago
Link
Video Game Deep Cuts: Hitman vs. Edith Finch - Go!
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Hitman level design, What Remains of Edith Finch, and much, much more.
As I battle jetlag after my return from Asia to a sunny California spring, I've been thinking a lot this week about discoverability for games again. Shouldn't there be more niche game subscription services out there for those looking to support underappreciated/'different' titles? I love Humble Monthly, but some of the more mainstream subscribers seem to get grumpy about the quirkier indie titles in it at times - much like PS4 players litter indie YouTube trailer comments with fist-shaking.
And how about adding context to the games in a subscription with dev interview videos, 'Let's Play'-style playthoughs, or even analysis videos? Would any of you sign up for something like this? Curious...
- Simon, curator.]
-------------------
Passing Through Ghosts in Pac-Man (John Harris / Gamasutra Blogs) "This is an excerpt from my book Bug Voyage: A Tour of Classic Game Glitches, available in the current Rogue Souls Storybundle [SIMON'S NOTE: which I curated!]. The book also contains information on pseudorandom number generation, doing low-level math in binary and decimal, and how you can crash any Galaga machine without even putting money in."
Writing Indie Games Is Like Being a Musician. In the Bad Way. (Jeff Vogel / The Bottom Feeder) "Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.) At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. [SIMON'S NOTE: Please read this.]"
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next (Chris Suellentrop / Glixel) "That enthusiasm for the unknown is the hallmark of 57-year-old Molyneux's long career. He stopped by the Glixel offices in March to talk – barely – about his next game, Legacy, as well as to speak at length about everything from No Man's Sky and Pokémon Go to his aborted Kinect experiment, Milo."
toco toco ep.49, Yoko Taro, Game Creator (toco toco TV / YouTube) "In this episode, we spend the day in Osaka with Yoko Taro, director of the famous Drakengard and NieR series. Our first stop will be at PlatinumGames, the studio that was in charge of developing Yoko’s most recent title: NieR: Automata."
How Hitman’s Hokkaido level was made (Alex Wiltshire / RockPaperShotgun) "The latest Hitman['s]... levels are a jetset tour of places you believe could exist, but these aren’t just credible environments, they’re also machines for killing in. And the first season of Hitman closed with one of its best. Hokkaido is at once compact and expansive, melodramatic and credible, and I talked to IO about how it was designed."
Game Over, Uwe Boll (Darryn King / Vanity Fair) "The man known as the world’s worst director is now retired and running a Vancouver restaurant. But he’s still not done waiting for the world to give him his due. [SIMON'S NOTE: you really should read this one, if only for Boll's random Chris Kohler diss, haha.]"
Inside the Resilient ‘Team Fortress 2’ Community on the PlayStation 3 (Aron Garst / Motherboard) "To say that PS3 players got a raw deal is one hell of an understatement. But they've managed, and made friends along the way."
THOTH, And How I Talk About Games (Errant Signal / YouTube) "Just a little thing I made at the end of last month while fighting off some sickness. [SIMON'S NOTE: an interesting - if a bit self-doubt-y - meta-analysis from one of the better YouTube game analysis folks on how you should approach mechanics-led games in terms of commentary.]"
Valve has cut Dota 2 royalties, and workshop creators are crying foul (Arthur Gies / Polygon) "There’s unrest in Dota 2’s community this week, as several artists responsible for many of the free-to-play game’s popular cosmetic items allege that Steam owner and Dota 2 developer Valve Software has systematically reduced their earnings and may be permanently damaging the long-term viability of Dota 2’s business model."
Magic: The Gathering's Head Designer Has A Damn Hard Job (JR Goldberg / Kotaku) "“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”"
Roam free: A history of open-world gaming (Richard Moss / Ars Technica) "Open-world video games bear the impossible promise—offering compelling, enjoyable open-endedness and freedom within the constraints of what is, by necessity of the medium, an extremely limited set of possible actions. These games provide a list of (predominantly violent) verbs that's minuscule in comparison to the options you would face in identical real-life situations. Yet, we can't get enough of them."
Tom Clancy's Inherent Silliness: Why Ghost Recon Wildlands Couldn't Escape Its Fate (Cameron Kunzelman / Paste) "Ghost Recon Wildlands is a silly game. One might be tempted to think that it’s an intentionally silly game bordering on satire. I mean, after all, it’s almost a parody of games in its genre: it’s a third-person shooter game where four operatives, a handler, and some almost-Communist rebels take on and fully dismantle the infrastructure of a country that’s been fully taken over by a drug cartel."
The Game Beat Weekly: The pressure to stay in line (Kyle Orland / TinyLetter) "These apologetic quotes both get at a truth that's rarely explicitly acknowledged in the world of game criticism: being out of step with the critical or fan consensus on a big-name game or franchise is often not an easy thing to do. At best, having a contrary opinion about a big game these days means being subject to a huge stream of nasty comments, tweets, and e-mails about your view."
The Last Game I Make Before I Die: The Crashlands Postmortem (Sam Coster / GDC / YouTube) "Crashlands was developed by a team of three brothers in response to one of them being diagnosed with late stage cancer. In this 2017 session, Butterscotch Shenanigans' Samuel Coster tells the parallel stories of one family's battle with cancer and the creation of a cross-platform crafting RPG, and find yourself inspired to continue your great work no matter what life throws at you."
The Growing Indie Game Development Scene of South Africa (Lena LeRay / IndieGames.com) "South Africa's video game development scene has been through a lot of ups and downs since it got started in the mid-90s. The indie scene in particular got its first big break in 2010, with the entry of Desktop Dungeons on the world stage."
Destiny's meta shifts are fascinating (Cole Tomashot / Zam) "A meta shift is usually the result of a content release, player discovery, or patch. What makes these meta shifts interesting, is that while they are occurring a push and pull relationship between developers and players reveals itself as both parties play a role in a game’s meta."
Meeting Andrzej Sapkowski, the writer who created The Witcher (Robert Purchese / Eurogamer) "Andrzej Sapkowski has something of a reputation. To start with, he's a big deal. He invented Geralt, witchers, Triss, Ciri, the whole thing - it all came out of his head. He has won awards and his work is revered, especially in Poland. More than once I've heard him described as the Polish Tolkien. But I've also heard he can be difficult - and I'm on my way to meet him."
The sound of SID: 35 years of chiptune’s influence on electronic music (James Newman / The Conversation) "Fortunately, Yannes did know something about music, as well as semiconductors and designing chips. And so in 1981 he began work on what would arguably become the most important milestone in videogame music and one whose influence still resonates to this day: the MOS Technology 6581, also known as the Sound Interface Device, but much better known as the SID. [SIMON'S NOTE: quite a few game soundtracks analyzed in this neat piece!]"
Balancing Cards in Clash Royale (Stefan Engblom / GDC / YouTube) "In this 2017 GDC session, Stefan Engblom, game designer on the Clash Royale team, talks about the philosophies and principles used for balancing cards and gameplay in Supercell's Clash Royale."
The Ten Most Important Early Computer and Video Games (Jaz Rignall / USGamer) "Today's gaming industry is a massive, multibillion dollar entertainment juggernaut. But what are its roots? I thought I'd take a trip back to the very dawn of gaming history and take a look at the devices, inventions, and innovations that gave rise to our favorite pastime."
Mike Tyson's Punch Out NES Nintendo 30th Anniversary (Gajillionaire / YouTube) "30 years ago on March 31, 1987, Little Mac defeated the Super Macho Man for the W.V.B.A. World Heavyweight Title. We look back with YouTube personalities from all over and remember back to that epic night. Then, sit back and watch the original “broadcast” of the classic Championship title fight!"
Three reasons streaming is replacing the Let’s Play industry (Michael Sawyer / Polygon) "YouTube personalities recording themselves playing games is big business, and it seems to be the dominant way for gaming influencers to make money on the platform. The art form is known as “Let’s Play,” although that term doesn’t have much in the way of a set definition. But why does it seem like so many personalities on YouTube are moving to livestreams?"
Jonathan Coulton - All This Time (Official Video) (Jonathan Coulton / YouTube) "From his new album Solid State, out April 28. The album has a companion graphic novel written by Matt Fraction and drawn by Albert Monteys. It's a science fiction story about the internet, the future, artificial intelligence, and how probably only love will save us. [SIMON'S NOTE: this song is wonderful, but the music video is what permits its inclusion in this roundup, heh.]"
Why Video Game Guns 'Feel Good' (Emmanuel Maiberg / Motherboard) "Six out of the top 10 bestselling video games in February heavily featured guns and shooting. The same was true in January and all of 2016. Like it or hate it, video games and guns have gone hand-in-hand for decades and there's no reason to assume that this will change in the near future. [SIMON'S NOTE: part of a series - also see Veteran Developers Remember the Weirdest Guns in Gaming, heh.]"
The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch (Kris Ligman / Zam) "Director Ian Dallas, as it turns out, was more than willing to discuss the artistic and literary influences behind What Remains of Edith Finch with me -- as well as chat about a few paths the game did not end up going down."
The Game Archaeologist: How DIKUMUD Shaped Modern MMOs (Justin Olivetti / Massively Overpowered) "Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know."
The art and joy of video game photography (Simon Parkin / Eurogamer) "Now, when facing up against a Hyrulian monstrosity, my first thought is not, 'Which sword should I use', but rather, 'To which spot should I lure the beast to make the best use of the light?' In 2017, in my game at least, more Links have died taking compendium shots than in encounters with sharks (and not only because the sharks in Hyrule are talkative, handsome and kind)."
Classic Game Postmortem: Maniac Mansion (Ron Gilbert / GDC / YouTube) "In this 2011 Classic Game Postmortem, Maniac Mansion developer Ron Gilbert revisits the classic adventure game and recounts tales from the game's development process. "
Strange Beasts, a sci-fi short about an augmented reality game (Jason Kottke / Magali Barbé / Kottke.org) "Magali Barbé wrote and directed this short sci-fi video about an imaginary augmented reality game called Strange Beasts. It starts off with a “hey, yeah, cool, augemented reality games are going to be fun to play” vibe but gradually veers down the same dystopian path as a lot of augmented reality fictions (like Keiichi Matsuda’s Hyper-Reality)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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symbianosgames · 8 years ago
Link
Video Game Deep Cuts: Hitman vs. Edith Finch - Go!
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Hitman level design, What Remains of Edith Finch, and much, much more.
As I battle jetlag after my return from Asia to a sunny California spring, I've been thinking a lot this week about discoverability for games again. Shouldn't there be more niche game subscription services out there for those looking to support underappreciated/'different' titles? I love Humble Monthly, but some of the more mainstream subscribers seem to get grumpy about the quirkier indie titles in it at times - much like PS4 players litter indie YouTube trailer comments with fist-shaking.
And how about adding context to the games in a subscription with dev interview videos, 'Let's Play'-style playthoughs, or even analysis videos? Would any of you sign up for something like this? Curious...
- Simon, curator.]
-------------------
Passing Through Ghosts in Pac-Man (John Harris / Gamasutra Blogs) "This is an excerpt from my book Bug Voyage: A Tour of Classic Game Glitches, available in the current Rogue Souls Storybundle [SIMON'S NOTE: which I curated!]. The book also contains information on pseudorandom number generation, doing low-level math in binary and decimal, and how you can crash any Galaga machine without even putting money in."
Writing Indie Games Is Like Being a Musician. In the Bad Way. (Jeff Vogel / The Bottom Feeder) "Over the last couple years, I've gotten a fair amount of attention for my articles about the Indie Bubble and the Indie Glut.  (And even a GDC talk.) At last, I can complete the trilogy of articles. Now we can look around and see where we've ended up, a phase which I suspect will be permanent. [SIMON'S NOTE: Please read this.]"
Legendary Game Maker Peter Molyneux Talks Regrets and What's Next (Chris Suellentrop / Glixel) "That enthusiasm for the unknown is the hallmark of 57-year-old Molyneux's long career. He stopped by the Glixel offices in March to talk – barely – about his next game, Legacy, as well as to speak at length about everything from No Man's Sky and Pokémon Go to his aborted Kinect experiment, Milo."
toco toco ep.49, Yoko Taro, Game Creator (toco toco TV / YouTube) "In this episode, we spend the day in Osaka with Yoko Taro, director of the famous Drakengard and NieR series. Our first stop will be at PlatinumGames, the studio that was in charge of developing Yoko’s most recent title: NieR: Automata."
How Hitman’s Hokkaido level was made (Alex Wiltshire / RockPaperShotgun) "The latest Hitman['s]... levels are a jetset tour of places you believe could exist, but these aren’t just credible environments, they’re also machines for killing in. And the first season of Hitman closed with one of its best. Hokkaido is at once compact and expansive, melodramatic and credible, and I talked to IO about how it was designed."
Game Over, Uwe Boll (Darryn King / Vanity Fair) "The man known as the world’s worst director is now retired and running a Vancouver restaurant. But he’s still not done waiting for the world to give him his due. [SIMON'S NOTE: you really should read this one, if only for Boll's random Chris Kohler diss, haha.]"
Inside the Resilient ‘Team Fortress 2’ Community on the PlayStation 3 (Aron Garst / Motherboard) "To say that PS3 players got a raw deal is one hell of an understatement. But they've managed, and made friends along the way."
THOTH, And How I Talk About Games (Errant Signal / YouTube) "Just a little thing I made at the end of last month while fighting off some sickness. [SIMON'S NOTE: an interesting - if a bit self-doubt-y - meta-analysis from one of the better YouTube game analysis folks on how you should approach mechanics-led games in terms of commentary.]"
Valve has cut Dota 2 royalties, and workshop creators are crying foul (Arthur Gies / Polygon) "There’s unrest in Dota 2’s community this week, as several artists responsible for many of the free-to-play game’s popular cosmetic items allege that Steam owner and Dota 2 developer Valve Software has systematically reduced their earnings and may be permanently damaging the long-term viability of Dota 2’s business model."
Magic: The Gathering's Head Designer Has A Damn Hard Job (JR Goldberg / Kotaku) "“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”"
Roam free: A history of open-world gaming (Richard Moss / Ars Technica) "Open-world video games bear the impossible promise—offering compelling, enjoyable open-endedness and freedom within the constraints of what is, by necessity of the medium, an extremely limited set of possible actions. These games provide a list of (predominantly violent) verbs that's minuscule in comparison to the options you would face in identical real-life situations. Yet, we can't get enough of them."
Tom Clancy's Inherent Silliness: Why Ghost Recon Wildlands Couldn't Escape Its Fate (Cameron Kunzelman / Paste) "Ghost Recon Wildlands is a silly game. One might be tempted to think that it’s an intentionally silly game bordering on satire. I mean, after all, it’s almost a parody of games in its genre: it’s a third-person shooter game where four operatives, a handler, and some almost-Communist rebels take on and fully dismantle the infrastructure of a country that’s been fully taken over by a drug cartel."
The Game Beat Weekly: The pressure to stay in line (Kyle Orland / TinyLetter) "These apologetic quotes both get at a truth that's rarely explicitly acknowledged in the world of game criticism: being out of step with the critical or fan consensus on a big-name game or franchise is often not an easy thing to do. At best, having a contrary opinion about a big game these days means being subject to a huge stream of nasty comments, tweets, and e-mails about your view."
The Last Game I Make Before I Die: The Crashlands Postmortem (Sam Coster / GDC / YouTube) "Crashlands was developed by a team of three brothers in response to one of them being diagnosed with late stage cancer. In this 2017 session, Butterscotch Shenanigans' Samuel Coster tells the parallel stories of one family's battle with cancer and the creation of a cross-platform crafting RPG, and find yourself inspired to continue your great work no matter what life throws at you."
The Growing Indie Game Development Scene of South Africa (Lena LeRay / IndieGames.com) "South Africa's video game development scene has been through a lot of ups and downs since it got started in the mid-90s. The indie scene in particular got its first big break in 2010, with the entry of Desktop Dungeons on the world stage."
Destiny's meta shifts are fascinating (Cole Tomashot / Zam) "A meta shift is usually the result of a content release, player discovery, or patch. What makes these meta shifts interesting, is that while they are occurring a push and pull relationship between developers and players reveals itself as both parties play a role in a game’s meta."
Meeting Andrzej Sapkowski, the writer who created The Witcher (Robert Purchese / Eurogamer) "Andrzej Sapkowski has something of a reputation. To start with, he's a big deal. He invented Geralt, witchers, Triss, Ciri, the whole thing - it all came out of his head. He has won awards and his work is revered, especially in Poland. More than once I've heard him described as the Polish Tolkien. But I've also heard he can be difficult - and I'm on my way to meet him."
The sound of SID: 35 years of chiptune’s influence on electronic music (James Newman / The Conversation) "Fortunately, Yannes did know something about music, as well as semiconductors and designing chips. And so in 1981 he began work on what would arguably become the most important milestone in videogame music and one whose influence still resonates to this day: the MOS Technology 6581, also known as the Sound Interface Device, but much better known as the SID. [SIMON'S NOTE: quite a few game soundtracks analyzed in this neat piece!]"
Balancing Cards in Clash Royale (Stefan Engblom / GDC / YouTube) "In this 2017 GDC session, Stefan Engblom, game designer on the Clash Royale team, talks about the philosophies and principles used for balancing cards and gameplay in Supercell's Clash Royale."
The Ten Most Important Early Computer and Video Games (Jaz Rignall / USGamer) "Today's gaming industry is a massive, multibillion dollar entertainment juggernaut. But what are its roots? I thought I'd take a trip back to the very dawn of gaming history and take a look at the devices, inventions, and innovations that gave rise to our favorite pastime."
Mike Tyson's Punch Out NES Nintendo 30th Anniversary (Gajillionaire / YouTube) "30 years ago on March 31, 1987, Little Mac defeated the Super Macho Man for the W.V.B.A. World Heavyweight Title. We look back with YouTube personalities from all over and remember back to that epic night. Then, sit back and watch the original “broadcast” of the classic Championship title fight!"
Three reasons streaming is replacing the Let’s Play industry (Michael Sawyer / Polygon) "YouTube personalities recording themselves playing games is big business, and it seems to be the dominant way for gaming influencers to make money on the platform. The art form is known as “Let’s Play,” although that term doesn’t have much in the way of a set definition. But why does it seem like so many personalities on YouTube are moving to livestreams?"
Jonathan Coulton - All This Time (Official Video) (Jonathan Coulton / YouTube) "From his new album Solid State, out April 28. The album has a companion graphic novel written by Matt Fraction and drawn by Albert Monteys. It's a science fiction story about the internet, the future, artificial intelligence, and how probably only love will save us. [SIMON'S NOTE: this song is wonderful, but the music video is what permits its inclusion in this roundup, heh.]"
Why Video Game Guns 'Feel Good' (Emmanuel Maiberg / Motherboard) "Six out of the top 10 bestselling video games in February heavily featured guns and shooting. The same was true in January and all of 2016. Like it or hate it, video games and guns have gone hand-in-hand for decades and there's no reason to assume that this will change in the near future. [SIMON'S NOTE: part of a series - also see Veteran Developers Remember the Weirdest Guns in Gaming, heh.]"
The sublime horror of the unknown: Ian Dallas and What Remains of Edith Finch (Kris Ligman / Zam) "Director Ian Dallas, as it turns out, was more than willing to discuss the artistic and literary influences behind What Remains of Edith Finch with me -- as well as chat about a few paths the game did not end up going down."
The Game Archaeologist: How DIKUMUD Shaped Modern MMOs (Justin Olivetti / Massively Overpowered) "Even though there are hundreds and thousands of MMOs spanning several decades, only a small handful were so incredibly influential that they changed the course of development for games from then on out. DikuMUD is one of these games, and it is responsible for more of what you experience in your current MMOs than you even know."
The art and joy of video game photography (Simon Parkin / Eurogamer) "Now, when facing up against a Hyrulian monstrosity, my first thought is not, 'Which sword should I use', but rather, 'To which spot should I lure the beast to make the best use of the light?' In 2017, in my game at least, more Links have died taking compendium shots than in encounters with sharks (and not only because the sharks in Hyrule are talkative, handsome and kind)."
Classic Game Postmortem: Maniac Mansion (Ron Gilbert / GDC / YouTube) "In this 2011 Classic Game Postmortem, Maniac Mansion developer Ron Gilbert revisits the classic adventure game and recounts tales from the game's development process. "
Strange Beasts, a sci-fi short about an augmented reality game (Jason Kottke / Magali Barbé / Kottke.org) "Magali Barbé wrote and directed this short sci-fi video about an imaginary augmented reality game called Strange Beasts. It starts off with a “hey, yeah, cool, augemented reality games are going to be fun to play” vibe but gradually veers down the same dystopian path as a lot of augmented reality fictions (like Keiichi Matsuda’s Hyper-Reality)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes