#instead of spending his weekends solving the greatest mysteries of the universe.
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Stanford never became friends with Fiddleford.
Instead he got himself a different small friend group who cares a lot about him. At least about the Ford he pretended to be in college.
A kind, soft spoken formerly bullied genius who researches very dull stuff in Oregon and definitely not anything weird. Their Ford would never break any rules or ignore safety measures [unlike that other student they heard about during their college years.]
And then Ford stops answering their calls and loses his grant.Â
Itâs time for an intervention and they start pestering Ford with letters and calls until he finally agrees to meet them at a science convention, but heâll take his brother with him.
Theyâre relieved! Ford is with Shermie! They like Shermie! It's a good thing that Ford still has one brother who isn't a good for nothing selfish criminal who destroyed his entire future!
If they ever get their hands on Fordâs evil twin theyâll make sure heâll regret ever messing with their friend. Ford is too nice for revenge. They arenât.
Meanwhile at the not-yet Mystery Shack, the Stans freshly survived their own angsty canon divergent tale of two stans AU and locked Bill out of Ford's mind like a week ago.
Stan: I donât know how long Ford will keep me around but this will be good for him. He needs some friends to take care of him after I inevitably get kicked out again!
Ford: I only agreed to this because Stan insisted and I still havenât found a way to thank him and apologize. I hope all my âfriendsâ die in a fire.
#gravity falls#stanley pines#stanford pines#I need Ford to be a bit off a bastard im this one. But can we blame him?#The poor guy did so much research about how to fit in with his peers before going to college and it worked too well.#He regretted it almost instantly once he realised he had to keep this up for the next couple of years.#He had to pretend to like all the popular music and movies and girls#and partying#instead of spending his weekends solving the greatest mysteries of the universe.#he constantly had to tell himself that this is what he wants. He needs to fit in and be liked if he ever wants to be recognized by his peer#Of course Fords friends have it instantly out for Stan and can you blame them? Ford looks like he hasnât slept in weeks#hides mysterious injuries and his brother refuses to leave Fords side ven at night#[Poor Ford is just simply too scared to go to sleep without Stan protecting him]#They all come to horrifying conclusions about Stan. Poor Stan might even agree with them. Also#Ford: uses slang and bad grammar Stan: SHIT WHO DID FORD GET POSSESSED BY NOW???#Eventually an anamoly or a science experiment gone wrong happens during the convention and Ford is all over it immediately#pulls out a new journal#spouts out theories faster than anyone can keep up with and runs closer to the madness with no regard to his#or everyone elses safety Fords friends stare after him disbelieving and scared out of their minds Stan next to them sighs âFord#amirite?#Welp better go and make sure he doesnât get himself killedâ and runs after Ford.#Eventtually in all the chaos Ford and Stan get rescued by a kind man in a giant mech dinosaur. Ford and the new guy hit it off immediately#and solve everything with just a little bit more destuction that mightâve been necessary. It was all for the sake of science.#Stan takes a long look at the robot guy. âYep#heâll do. Seems much more Fordâs styleâ#and throws him into the Stanleymobile together with Ford and escapes before the police arrive.#Ford and the new guy barely notice as they keep on talking nerd stuff. Easiest kidnapping of Stans life.#He knew coming here was a great idea. And thus the mystery trio was born.
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Top 5: Best Films of 2019
2019 was another momentous year for me - spent the first half of the year living at my in-laws house while we waited to move into our forever home, then spending the back half of the year doing house projects as we slowly unpacked. We werenât consistently heading to the cinema, but weâve done a race to fit in many more films before the Oscars, which was held this past weekend and where Parasite made history as the first foreign language film to win Best Picture. This is my second year in a row publishing my thoughts on ranking the past year in cinema, so despite the many life changes, excited to keep the tradition going.
Gibelwho Productions Presents Best Films of 2019
5. Marriage Story
4. Parasite
3. Little Women
2 Jojo Rabbit
1917
Marriage Story (November 2019): The film, written and directed by Noah Baumbach, explores the unraveling of a marriage, where the two people are navigating their way through divorce and must forge some sort of ongoing relationship for the sake of their son. The story is an exploration of identity - being part of a couple, emerging as an individual, surviving as a parent, and balancing oneâs career. Scarlett Johansson and Adam Driver shine in their performances, finding the truth in each scene, displaying the humanity of flawed people, and really going at it during their epic meltdown fight. The supporting cast is stellar as well, delivering moments of humor, ugliness, and empowerment - notably Laura Dernâs speech about societyâs different expectations placed on mothers and fathers. Filmed on location in New York and Los Angeles, the story casts a devastating eye on how two people who have separated can still retain some love in the face of heartbreaking agony.
Parasite (October 2019): A film that starts off as a comical exploration of a poor family slowly infiltrating the house of a rich family in Seoul, then shifts halfway through to become a suspenseful thriller with sequences of violence. Co-writer and director Bong Joon-ho explores the nature of the upstairs / downstairs dynamic, not only having the story center on those in service of the rich family, but also with the production design of the two houses featured in the film. The rich family lives far above the main streets in a multi-level home, with stairs that lead up to a beautifully manicured garden; the poor familyâs living quarters is in the lower section of town, they live below the streets, and must contend with the danger of flooding. Avoiding spoilers, a third set of staircases hold a secret that ultimately spells danger for both families. This film has made Oscar history and has opened more people up to the world of International cinema; as Joon-ho said so eloquently in one of his acceptance speeches: âOnce you overcome the one-inch tall barrier of subtitles, you will be introduced to so many more amazing films.â
Little Women (December 2019): Adapting a classic novel for the modern era, especially one that has been relatively recently brought to the silver screen, one must insist on bringing an original take - or why else bother. Writer and director Greta Gerwig not only took on that challenge, but elevated the material to a higher degree than has been achieved in previous adaptations. Splitting up the linear story into two timelines allowed a commentary on the past and present that gave more life to the characters and depth to their journeys. Having never read Little Women, I was enchanted by discovering these characters brought to life by a terrific ensemble, including Saoirse Ronan, Florence Pugh, and Timothee Chalamet. Additionally, Gerwig pens an ambiguous ending that will satisfy book readers who felt betrayed by character turns that Louisa May Alcott felt pressured to deliver for publishers in 1868, but that didnât feel true to her characterâs spirit.
Jojo Rabbit (October 2019): Imagine writer and director Taika Waititi pitching his adapted screenplay to studio executives: a story that centers on a young boy growing up in Nazi Germany, who attends the Hitler Youth camp, and whose invisible friend is Adolf Hitler himself. Oh yes, and it will be a comedy, tragedy, hopeful, heartbreaking, hilarious, and shocking - dancing between the shades of tones and the audience will follow along with each beat. What makes this film succeed is the casting of Roman Griffin Davis, who despite his love for swastikas, steals the heart of the viewer with his earnest innocence and hilarious delivery, along with his interaction with his little friend Yorki (Archie Yates), his Hitler Youth leader (Sam Rockwell), and the Jewish girl he finds hidden in the upstairs bedroom (Thomasin McKenzie). Waititi is a genius filmmaker, who took all his Marvel Cinematic Universe clout and made a film about the dangers of youth growing up in the time of fascism, preaching an anti-hate message that the world needs to be reminded of in these nationalistic times.
1917 (December 2019): A film that centers on one technical conceit - that a full length feature film is constructed as one continuous shot - could fall under the weight of that enterprise, but 1917 delivers on all fronts - artistically, emotionally, and yes, technically. While the film is not actually one long shot, whole sequences are sustained for minutes on end, an environment more accustomed to theater actors than those working in film and one that brings a weight of reality to the characterâs journey. Due to the story - two men must cross No Manâs Land to deliver an urgent message to a general that could save thousands of lives - the leads are constantly moving, through trenches, across the muddy no manâs land, through fields and streams, and finally the battlefield. The camera follows them through tight interior spaces and open fields, finding inventive ways to track their movements in the war zone. The two leads (George MacKay and Dean-Charles Chapman) deliver incredible performances as they slog through the countryside, encountering incredible British actors for short, yet powerful, scenes along the way. Co-writer and director Sam Mendes leads an incredible team that achieves cinematic glory and Roger Deakins proves for the second year in a row that he is producing the best work of his career. 1917 is not a traditional war film - through its formal choices, it endeavors to place the viewer directly inside the experience of soldiers in the First World War.
Honorable Mentions:Â
Knives Out (November 2019): A classic whodunit that involves a twist of all twists - solving the mystery halfway through the film; what can the movie possibly spend the rest of the runtime on? This is the genius of writer and director Rian Johnson - he somehow manages to ratchet up the tension and reveal deeper twists and turns that subvert genre expectations. A stellar cast supports the murder mystery, led by Ana de Armas, a lighthearted Jamie Lee Curtis who is chewy the scenery, and a broad performance by Daniel Craig as the lead investigator. Chris Evansâ winter sweater became the breakout star of the film and the production design included an epic knives sculpture that plays a vital role in the climax of the film.Â
Terminator: Dark Fate (November 2019): I am not a huge fan of the Terminator franchise - Iâve seen the first and second installments, but have skipped the rest of the sequels and never went for the television shows. I entered the viewing of this film with low expectations, and thus was pleasantly surprised by how feminist this film is. Linda Hamilton commands every moment of screen time, the enhanced human protector from the future was an incredible mix of strength and vulnerability, and even when Arnold enters the picture, he knows when to stand back when the women are in command. Yes, there is a totally ridiculous action sequence in a falling plane that defines reality and physics, but there are more moments of women communicating intelligently and emotionally and also women taking command and driving the action forward that fully impressed for what could have been a throwaway addition to the Terminator canon.Â
Avengers Endgame (April 2019): With this film, the MCU has concluded its first major story arc, wrapping up a 10 years long buildup of the Avengers and affiliated heroes fighting the Mad Titan Thanos in an epic battle. Yes, the film does build up to a climactic final battle, but it takes itâs time getting there, choosing instead to focus on how the characterâs weâve grown to love over the past decade deal with the Snap that killed friends and family and left the world a broken place. The plot really gets moving when a time travel element is introduced and, in one of several lovely tributes to my beloved Star Trek, brings the viewer back through memorable moments in the MCUâs history, layering on meta commentary or radically changing the shape of the past. This film was a bold risk to focus on character over spectacle (at least for a while) and to craft a fitting tribute for the two titans of the Marvel Cinematic Universe - Steve Rogers and Tony Stark.
Apollo 11 (March 2019): The American space program of the 1960s has long held a fascination in our household and so we rushed out to see the documentary that promised new footage for the seminal event that landed a man on the moon. To our delight, the film revealed itself to be a cinematic achievement as well. Director Todd Douglas Miller chose not to narrate the film with an omniscient voice; rather, choosing to fill the audio landscape with diegetic sound from contemporary source material - journalists asking questions in a press conference, back and forth between the astronauts and NASA headquarters, and newscasters reporting the progress to the nation. Some of the shots included in this film, all archival footage and some newly released 70mm material, are so beautifully composed and complex shots; it's an astonishment that this thoughtful filmmaking was done to capture one of the nationâs greatest achievements and this documentary honors that effort on its 50th anniversary.
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The following blog post, unless otherwise noted, was written by a member of Gamasutraâs 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 videos on the making of Raw Data & the surprise debut of Scanner Sombre, plus the history of seminal NES emulator NESticle.
A quick and early newsletter this week, since we're in Texas for a few days visiting friends game-centric & non game-centric - among them Venus Patrol/ex-IGF supremo Brandon Boyer (& world's cutest megadog Scout), as well as Gamasutra publisher/EIC Kris Graft.
One thing I did find interesting from the links I still managed to excavate, though - the recent GDC video linked below about the making of VR standout Raw Data has a fairly high dislike-to-like ratio compared to other GDC videos (more dislikes than normal).
Why? Well, partly because the game dared to hit Early Access at $40 USD with a fairly linear story, by the look of it. If the hope was that VR would ensnare the 'core gamer', I'm starting to wonder whether VR experiences are even core gamer-compatible in terms of narrative, linearity & replayability. Which would be a pretty big stumbling block, if true... Anyhow, until next time?
-Â Simon, curator.]
-------------------
The future of dialogue in games (Alex Wiltshire / PC Gamer) "Getting to discover the politics and personalities of a new location should feel like a reward, but the same formulaic text dump from city to city can make you feel awfully weary. Being NPCsplained at with screeds of exposition and feeling youâre taking little meaningful part in it all, game dialogue can make you want to run back into the hills."
[Game] Story - What Is It Good For? (Thomas Grip / Gamasutra Blogs) "This "go write a book instead" attitude isn't new. One of my favorite articles on the subject is Jesper Juul's "Games Telling Stories?". Interestingly, I pretty much agree with all of the points that Juul raises, but reject most of his conclusions. I think that video games are very well suited for telling stories and that there is no inherent conflict. [SIMON'S NOTE: another response to that Bogost article, of course!]"
Early Access Lessons From Raw Data (Chris Hewish & Mike McTyre / GDC / YouTube) "In this 2017 VRDC at GDC session, Survios' Chris Hewish and Mike McTyre break down the technological and artistic challenges, insights, and decisions that continue to influence and evolve the development of Raw Data and helped it climb the Steam charts while still in Early Access. "
When Fans Take Their Love For Twitch Streamers Too Far (Cecilia D'Anastasio / Kotaku) "It was one in the morning when the Twitch streamer Ellohime heard a knock at his front door. He had been grinding away at a PC game that night in December 2015 while his infant daughter and fiancĂ©e slept. His 22-year-old brother was crashing in the central Florida home, too, and it wasnât unheard of for him to invite friends over at odd hours. Ellohime left his desk and went downstairs to the door."
Analysis: 'Scanner Sombre'Â (Errant Signal / YouTube) "Scanner Sombre is the latest game by Introversion Software, the team that brought you Uplink, Darwinia, DEFCON, and Prison Architect. It's definitely pretty, but what if anything is going on beneath the surface?"
Inside Marvel vs Capcom Infinite: an in-depth interview about accessibility, combos, ditching cross-platform play and sweat equity (Alex Donaldson / VG247) "I sat down with producer Mike Evans and associate producer Peter âcombofiendâ Rosas to talk about these challenges and chat about Infiniteâs gameplay systems in-depth. Rosas in particular is a voice that carries some weight with the fans â heâs a community hire of Capcomâs, and is famous in the fighting game tournament world for performing one of the greatest fighting game comebacks of all time with a lone, vulnerable Spencer in MVC3. He knows his Marvel. Hereâs our chat."
Epic, near-EVE-worthy troll sabotages Elite: Dangerous community event (Lee Hutchinson / Ars Technica) "In the vast simulated galaxy of Elite: Dangerous, a years-old mystery concerning an unknown region of space called the Formidine Rift was poised to take a dramatic leap forward on Saturday. An NPC going by the name of Salomé was preparing for a frantic, fast return to the main inhabited core worlds with information that would advance the mysteryâs plot. Eliteplayers could choose to try to escort SalomĂ© to safety, or could try to gun her down."
Gamasutra Plays Playerunknown's Battlegrounds with Brendan Greene (Gamasutra Team / Twitch / YouTube) "The Gamasutra crew sits down with Playerunknown, aka Brendan Greene, to talk about the success of Bluehole's latest game Playerunknown's Battlegrounds. [SIMON'S NOTE: the Gamasutra crew are doing more and more live Twitch chats with devs, & here's a particularly notable recent one - more archived on YouTube here.]"
Tumbleseed and the obscure mechanical arcade machine that inspired it (Andrew Webster / Verge) "It never went on to become a huge hit, but for game designer Greg Wohlwend, Ice Cold Beer proved inspirational. So much so that he, along with a small team, set about taking the core mechanic and expanding on it for the new video game Tumbleseed. âWeâve got to be true to the source material,â says Wohlwend of the development process, âout of love and respect for this awesome game that not a lot of people know about.â"
Boom, Headshot! (Martin Annander / Gamasutra Blogs) "However, letâs not rail against violence. Thatâs not what this is about. Violence can be thrilling, its narrative exciting, and the skills required to master the gameplay can be quite rewarding to attain. Weâve played first-person shooters for decades for reasons other than murder. [SIMON'S NOTE: from a couple of weeks back, but only just spotted it - a powerful partner to Ste Curran's 'Double Tap' GDC 2017 talk?]"
How the Mixed Reality Game 'Bad News' Brings Towns Like 'Twin Peaks' to Life (Steven T. Wright / Glixel) "We were inside a sprawling exhibition hall at San Francisco Museum of Modern Art,where a trio of PhD students from the University of California, Santa Cruz are showing off their project, Bad News â an interactive experience that, much like a play, incorporates aspects of real-world performance."
The Story of NESticle, the Ambitious Emulator That Redefined Retro Gaming (Ernie Smith / Motherboard) "The product of a talented programmer who designed a hit shareware game while he was still in high school, NESticle was so good that everyone looked past the fact its name was basically a dick joke."
In Gacha We Trust: The Appeal of Japanese Free to Play Games (Allen Kwan / Medium) "Richard Garfield recently penned a manifesto on free to play (F2P) games that encourage spending, or what he calls âskinnerwareâ. While there is perhaps a little bit of irony in the fact that the person responsible for creating one of the bigger âskinnerwareâ games, Magic the Gathering, writing a manifesto decrying the exploitative nature of these types of games, reading his post made me reflect on the F2P games that I play. [SIMON'S NOTE: this editorial is a little old, but popped up on social media recently & is well worth revisiting!]"
Faithfully updating the art of a classic in Wonder Boy: The Dragon's Trap (Joel Couture / Gamasutra) "Ben Fiquet spent a great deal of time playing the 1989 Wonder Boy III: The Dragonâs Trap as a child, wandering around its wondrous worlds. The game made a strong impression on him. These feelings would well up again, years later, when Fiquet found himself working on the recently-released remake, Wonder Boy: The Dragon's Trap."
Rock and Roll Days of StarCraft: a Development Retrospective (StarCraft: Remastered / Blizzard Entertainment) "The year was 1997, and Blizzard art director Samwise Didierâs â65 Mustang was producing an alarming amount of smoke. The ancient vehicle was held together by little more than duct tape and prayer, and by the time Didier pulled into his garage one sunny Southern California afternoon, it was clear that neither countermeasure would suffice for long."
Interview: The creator of the Conquests adventures on what made them special (GOG.com) "During the steady stream of Quest and Larry games that established [Sierra's] legacy, a couple of less-known but no less-loved titles came along: Conquests of Camelot and Conquests of the Longbow. To celebrate their long-awaited arrival on GOG.com we've approached their creator, Christy Marx, for a chat on what made them so special to her and to so many adventure game fans."
'Hearthstone' Director Ben Brode Talks Surprise Success and Tough Choices (Joshua Calixto / Glixel) "As Hearthstoneâs director, Ben Brode has a firm understanding of how much is riding on the gameâs complex design. If he and his team tune things to be too random, the competitive scene suffers. Nerf a card too much, and players start to feel like their monetary investments are losing value."
Tom Hall: 5 key design lessons I learned directing Wolfenstein 3D (Jon Irwin / Gamasutra) "Wolfenstein 3D came out exactly 25 years ago, on May 5th, 1992. Nothing was the same after that day. âWe knew it was new and special, but we were pretty blown away by the reception,â says Tom Hall, the director and co-designer of the game."
A three-year-old Elite Dangerous mystery is finally unravelling (Wesley Yin-Poole / Eurogamer) "Elite Dangerous players have taken a significant step in solving a mystery that has befuddled its most rabid secret-hunters ever since the game came out. The Formidine Rift mystery, as it's known, kicked off back in 2014 with the release of Drew Wagar's novel Elite Reclamation. Since then players have searched for clues in an attempt to solve this mystery. This week, a major discovery was made that suggests a solution is near."
Lessons from Escape Rooms: Designing for the Real World and VR (Laura E. Hall / GDC / YouTube) "In this 2017 GDC session, escape room designer Laura E. Hall discusses the design fundamentals and structures necessary for creating real-world experiences that offer not only entertainment, but create immersion and transportation for players in order to understand how "physical play" can be a foundation for virtual reality design and beyond. "
-------------------
[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
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutraâs 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 videos on the making of Raw Data & the surprise debut of Scanner Sombre, plus the history of seminal NES emulator NESticle.
A quick and early newsletter this week, since we're in Texas for a few days visiting friends game-centric & non game-centric - among them Venus Patrol/ex-IGF supremo Brandon Boyer (& world's cutest megadog Scout), as well as Gamasutra publisher/EIC Kris Graft.
One thing I did find interesting from the links I still managed to excavate, though - the recent GDC video linked below about the making of VR standout Raw Data has a fairly high dislike-to-like ratio compared to other GDC videos (more dislikes than normal).
Why? Well, partly because the game dared to hit Early Access at $40 USD with a fairly linear story, by the look of it. If the hope was that VR would ensnare the 'core gamer', I'm starting to wonder whether VR experiences are even core gamer-compatible in terms of narrative, linearity & replayability. Which would be a pretty big stumbling block, if true... Anyhow, until next time?
-Â Simon, curator.]
-------------------
The future of dialogue in games (Alex Wiltshire / PC Gamer) "Getting to discover the politics and personalities of a new location should feel like a reward, but the same formulaic text dump from city to city can make you feel awfully weary. Being NPCsplained at with screeds of exposition and feeling youâre taking little meaningful part in it all, game dialogue can make you want to run back into the hills."
[Game] Story - What Is It Good For? (Thomas Grip / Gamasutra Blogs) "This "go write a book instead" attitude isn't new. One of my favorite articles on the subject is Jesper Juul's "Games Telling Stories?". Interestingly, I pretty much agree with all of the points that Juul raises, but reject most of his conclusions. I think that video games are very well suited for telling stories and that there is no inherent conflict. [SIMON'S NOTE: another response to that Bogost article, of course!]"
Early Access Lessons From Raw Data (Chris Hewish & Mike McTyre / GDC / YouTube) "In this 2017 VRDC at GDC session, Survios' Chris Hewish and Mike McTyre break down the technological and artistic challenges, insights, and decisions that continue to influence and evolve the development of Raw Data and helped it climb the Steam charts while still in Early Access. "
When Fans Take Their Love For Twitch Streamers Too Far (Cecilia D'Anastasio / Kotaku) "It was one in the morning when the Twitch streamer Ellohime heard a knock at his front door. He had been grinding away at a PC game that night in December 2015 while his infant daughter and fiancĂ©e slept. His 22-year-old brother was crashing in the central Florida home, too, and it wasnât unheard of for him to invite friends over at odd hours. Ellohime left his desk and went downstairs to the door."
Analysis: 'Scanner Sombre'Â (Errant Signal / YouTube) "Scanner Sombre is the latest game by Introversion Software, the team that brought you Uplink, Darwinia, DEFCON, and Prison Architect. It's definitely pretty, but what if anything is going on beneath the surface?"
Inside Marvel vs Capcom Infinite: an in-depth interview about accessibility, combos, ditching cross-platform play and sweat equity (Alex Donaldson / VG247) "I sat down with producer Mike Evans and associate producer Peter âcombofiendâ Rosas to talk about these challenges and chat about Infiniteâs gameplay systems in-depth. Rosas in particular is a voice that carries some weight with the fans â heâs a community hire of Capcomâs, and is famous in the fighting game tournament world for performing one of the greatest fighting game comebacks of all time with a lone, vulnerable Spencer in MVC3. He knows his Marvel. Hereâs our chat."
Epic, near-EVE-worthy troll sabotages Elite: Dangerous community event (Lee Hutchinson / Ars Technica) "In the vast simulated galaxy of Elite: Dangerous, a years-old mystery concerning an unknown region of space called the Formidine Rift was poised to take a dramatic leap forward on Saturday. An NPC going by the name of Salomé was preparing for a frantic, fast return to the main inhabited core worlds with information that would advance the mysteryâs plot. Eliteplayers could choose to try to escort SalomĂ© to safety, or could try to gun her down."
Gamasutra Plays Playerunknown's Battlegrounds with Brendan Greene (Gamasutra Team / Twitch / YouTube) "The Gamasutra crew sits down with Playerunknown, aka Brendan Greene, to talk about the success of Bluehole's latest game Playerunknown's Battlegrounds. [SIMON'S NOTE: the Gamasutra crew are doing more and more live Twitch chats with devs, & here's a particularly notable recent one - more archived on YouTube here.]"
Tumbleseed and the obscure mechanical arcade machine that inspired it (Andrew Webster / Verge) "It never went on to become a huge hit, but for game designer Greg Wohlwend, Ice Cold Beer proved inspirational. So much so that he, along with a small team, set about taking the core mechanic and expanding on it for the new video game Tumbleseed. âWeâve got to be true to the source material,â says Wohlwend of the development process, âout of love and respect for this awesome game that not a lot of people know about.â"
Boom, Headshot! (Martin Annander / Gamasutra Blogs) "However, letâs not rail against violence. Thatâs not what this is about. Violence can be thrilling, its narrative exciting, and the skills required to master the gameplay can be quite rewarding to attain. Weâve played first-person shooters for decades for reasons other than murder. [SIMON'S NOTE: from a couple of weeks back, but only just spotted it - a powerful partner to Ste Curran's 'Double Tap' GDC 2017 talk?]"
How the Mixed Reality Game 'Bad News' Brings Towns Like 'Twin Peaks' to Life (Steven T. Wright / Glixel) "We were inside a sprawling exhibition hall at San Francisco Museum of Modern Art,where a trio of PhD students from the University of California, Santa Cruz are showing off their project, Bad News â an interactive experience that, much like a play, incorporates aspects of real-world performance."
The Story of NESticle, the Ambitious Emulator That Redefined Retro Gaming (Ernie Smith / Motherboard) "The product of a talented programmer who designed a hit shareware game while he was still in high school, NESticle was so good that everyone looked past the fact its name was basically a dick joke."
In Gacha We Trust: The Appeal of Japanese Free to Play Games (Allen Kwan / Medium) "Richard Garfield recently penned a manifesto on free to play (F2P) games that encourage spending, or what he calls âskinnerwareâ. While there is perhaps a little bit of irony in the fact that the person responsible for creating one of the bigger âskinnerwareâ games, Magic the Gathering, writing a manifesto decrying the exploitative nature of these types of games, reading his post made me reflect on the F2P games that I play. [SIMON'S NOTE: this editorial is a little old, but popped up on social media recently & is well worth revisiting!]"
Faithfully updating the art of a classic in Wonder Boy: The Dragon's Trap (Joel Couture / Gamasutra) "Ben Fiquet spent a great deal of time playing the 1989 Wonder Boy III: The Dragonâs Trap as a child, wandering around its wondrous worlds. The game made a strong impression on him. These feelings would well up again, years later, when Fiquet found himself working on the recently-released remake, Wonder Boy: The Dragon's Trap."
Rock and Roll Days of StarCraft: a Development Retrospective (StarCraft: Remastered / Blizzard Entertainment) "The year was 1997, and Blizzard art director Samwise Didierâs â65 Mustang was producing an alarming amount of smoke. The ancient vehicle was held together by little more than duct tape and prayer, and by the time Didier pulled into his garage one sunny Southern California afternoon, it was clear that neither countermeasure would suffice for long."
Interview: The creator of the Conquests adventures on what made them special (GOG.com) "During the steady stream of Quest and Larry games that established [Sierra's] legacy, a couple of less-known but no less-loved titles came along: Conquests of Camelot and Conquests of the Longbow. To celebrate their long-awaited arrival on GOG.com we've approached their creator, Christy Marx, for a chat on what made them so special to her and to so many adventure game fans."
'Hearthstone' Director Ben Brode Talks Surprise Success and Tough Choices (Joshua Calixto / Glixel) "As Hearthstoneâs director, Ben Brode has a firm understanding of how much is riding on the gameâs complex design. If he and his team tune things to be too random, the competitive scene suffers. Nerf a card too much, and players start to feel like their monetary investments are losing value."
Tom Hall: 5 key design lessons I learned directing Wolfenstein 3D (Jon Irwin / Gamasutra) "Wolfenstein 3D came out exactly 25 years ago, on May 5th, 1992. Nothing was the same after that day. âWe knew it was new and special, but we were pretty blown away by the reception,â says Tom Hall, the director and co-designer of the game."
A three-year-old Elite Dangerous mystery is finally unravelling (Wesley Yin-Poole / Eurogamer) "Elite Dangerous players have taken a significant step in solving a mystery that has befuddled its most rabid secret-hunters ever since the game came out. The Formidine Rift mystery, as it's known, kicked off back in 2014 with the release of Drew Wagar's novel Elite Reclamation. Since then players have searched for clues in an attempt to solve this mystery. This week, a major discovery was made that suggests a solution is near."
Lessons from Escape Rooms: Designing for the Real World and VR (Laura E. Hall / GDC / YouTube) "In this 2017 GDC session, escape room designer Laura E. Hall discusses the design fundamentals and structures necessary for creating real-world experiences that offer not only entertainment, but create immersion and transportation for players in order to understand how "physical play" can be a foundation for virtual reality design and beyond. "
-------------------
[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
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutraâs 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 videos on the making of Raw Data & the surprise debut of Scanner Sombre, plus the history of seminal NES emulator NESticle.
A quick and early newsletter this week, since we're in Texas for a few days visiting friends game-centric & non game-centric - among them Venus Patrol/ex-IGF supremo Brandon Boyer (& world's cutest megadog Scout), as well as Gamasutra publisher/EIC Kris Graft.
One thing I did find interesting from the links I still managed to excavate, though - the recent GDC video linked below about the making of VR standout Raw Data has a fairly high dislike-to-like ratio compared to other GDC videos (more dislikes than normal).
Why? Well, partly because the game dared to hit Early Access at $40 USD with a fairly linear story, by the look of it. If the hope was that VR would ensnare the 'core gamer', I'm starting to wonder whether VR experiences are even core gamer-compatible in terms of narrative, linearity & replayability. Which would be a pretty big stumbling block, if true... Anyhow, until next time?
-Â Simon, curator.]
-------------------
The future of dialogue in games (Alex Wiltshire / PC Gamer) "Getting to discover the politics and personalities of a new location should feel like a reward, but the same formulaic text dump from city to city can make you feel awfully weary. Being NPCsplained at with screeds of exposition and feeling youâre taking little meaningful part in it all, game dialogue can make you want to run back into the hills."
[Game] Story - What Is It Good For? (Thomas Grip / Gamasutra Blogs) "This "go write a book instead" attitude isn't new. One of my favorite articles on the subject is Jesper Juul's "Games Telling Stories?". Interestingly, I pretty much agree with all of the points that Juul raises, but reject most of his conclusions. I think that video games are very well suited for telling stories and that there is no inherent conflict. [SIMON'S NOTE: another response to that Bogost article, of course!]"
Early Access Lessons From Raw Data (Chris Hewish & Mike McTyre / GDC / YouTube) "In this 2017 VRDC at GDC session, Survios' Chris Hewish and Mike McTyre break down the technological and artistic challenges, insights, and decisions that continue to influence and evolve the development of Raw Data and helped it climb the Steam charts while still in Early Access. "
When Fans Take Their Love For Twitch Streamers Too Far (Cecilia D'Anastasio / Kotaku) "It was one in the morning when the Twitch streamer Ellohime heard a knock at his front door. He had been grinding away at a PC game that night in December 2015 while his infant daughter and fiancĂ©e slept. His 22-year-old brother was crashing in the central Florida home, too, and it wasnât unheard of for him to invite friends over at odd hours. Ellohime left his desk and went downstairs to the door."
Analysis: 'Scanner Sombre'Â (Errant Signal / YouTube) "Scanner Sombre is the latest game by Introversion Software, the team that brought you Uplink, Darwinia, DEFCON, and Prison Architect. It's definitely pretty, but what if anything is going on beneath the surface?"
Inside Marvel vs Capcom Infinite: an in-depth interview about accessibility, combos, ditching cross-platform play and sweat equity (Alex Donaldson / VG247) "I sat down with producer Mike Evans and associate producer Peter âcombofiendâ Rosas to talk about these challenges and chat about Infiniteâs gameplay systems in-depth. Rosas in particular is a voice that carries some weight with the fans â heâs a community hire of Capcomâs, and is famous in the fighting game tournament world for performing one of the greatest fighting game comebacks of all time with a lone, vulnerable Spencer in MVC3. He knows his Marvel. Hereâs our chat."
Epic, near-EVE-worthy troll sabotages Elite: Dangerous community event (Lee Hutchinson / Ars Technica) "In the vast simulated galaxy of Elite: Dangerous, a years-old mystery concerning an unknown region of space called the Formidine Rift was poised to take a dramatic leap forward on Saturday. An NPC going by the name of Salomé was preparing for a frantic, fast return to the main inhabited core worlds with information that would advance the mysteryâs plot. Eliteplayers could choose to try to escort SalomĂ© to safety, or could try to gun her down."
Gamasutra Plays Playerunknown's Battlegrounds with Brendan Greene (Gamasutra Team / Twitch / YouTube) "The Gamasutra crew sits down with Playerunknown, aka Brendan Greene, to talk about the success of Bluehole's latest game Playerunknown's Battlegrounds. [SIMON'S NOTE: the Gamasutra crew are doing more and more live Twitch chats with devs, & here's a particularly notable recent one - more archived on YouTube here.]"
Tumbleseed and the obscure mechanical arcade machine that inspired it (Andrew Webster / Verge) "It never went on to become a huge hit, but for game designer Greg Wohlwend, Ice Cold Beer proved inspirational. So much so that he, along with a small team, set about taking the core mechanic and expanding on it for the new video game Tumbleseed. âWeâve got to be true to the source material,â says Wohlwend of the development process, âout of love and respect for this awesome game that not a lot of people know about.â"
Boom, Headshot! (Martin Annander / Gamasutra Blogs) "However, letâs not rail against violence. Thatâs not what this is about. Violence can be thrilling, its narrative exciting, and the skills required to master the gameplay can be quite rewarding to attain. Weâve played first-person shooters for decades for reasons other than murder. [SIMON'S NOTE: from a couple of weeks back, but only just spotted it - a powerful partner to Ste Curran's 'Double Tap' GDC 2017 talk?]"
How the Mixed Reality Game 'Bad News' Brings Towns Like 'Twin Peaks' to Life (Steven T. Wright / Glixel) "We were inside a sprawling exhibition hall at San Francisco Museum of Modern Art,where a trio of PhD students from the University of California, Santa Cruz are showing off their project, Bad News â an interactive experience that, much like a play, incorporates aspects of real-world performance."
The Story of NESticle, the Ambitious Emulator That Redefined Retro Gaming (Ernie Smith / Motherboard) "The product of a talented programmer who designed a hit shareware game while he was still in high school, NESticle was so good that everyone looked past the fact its name was basically a dick joke."
In Gacha We Trust: The Appeal of Japanese Free to Play Games (Allen Kwan / Medium) "Richard Garfield recently penned a manifesto on free to play (F2P) games that encourage spending, or what he calls âskinnerwareâ. While there is perhaps a little bit of irony in the fact that the person responsible for creating one of the bigger âskinnerwareâ games, Magic the Gathering, writing a manifesto decrying the exploitative nature of these types of games, reading his post made me reflect on the F2P games that I play. [SIMON'S NOTE: this editorial is a little old, but popped up on social media recently & is well worth revisiting!]"
Faithfully updating the art of a classic in Wonder Boy: The Dragon's Trap (Joel Couture / Gamasutra) "Ben Fiquet spent a great deal of time playing the 1989 Wonder Boy III: The Dragonâs Trap as a child, wandering around its wondrous worlds. The game made a strong impression on him. These feelings would well up again, years later, when Fiquet found himself working on the recently-released remake, Wonder Boy: The Dragon's Trap."
Rock and Roll Days of StarCraft: a Development Retrospective (StarCraft: Remastered / Blizzard Entertainment) "The year was 1997, and Blizzard art director Samwise Didierâs â65 Mustang was producing an alarming amount of smoke. The ancient vehicle was held together by little more than duct tape and prayer, and by the time Didier pulled into his garage one sunny Southern California afternoon, it was clear that neither countermeasure would suffice for long."
Interview: The creator of the Conquests adventures on what made them special (GOG.com) "During the steady stream of Quest and Larry games that established [Sierra's] legacy, a couple of less-known but no less-loved titles came along: Conquests of Camelot and Conquests of the Longbow. To celebrate their long-awaited arrival on GOG.com we've approached their creator, Christy Marx, for a chat on what made them so special to her and to so many adventure game fans."
'Hearthstone' Director Ben Brode Talks Surprise Success and Tough Choices (Joshua Calixto / Glixel) "As Hearthstoneâs director, Ben Brode has a firm understanding of how much is riding on the gameâs complex design. If he and his team tune things to be too random, the competitive scene suffers. Nerf a card too much, and players start to feel like their monetary investments are losing value."
Tom Hall: 5 key design lessons I learned directing Wolfenstein 3D (Jon Irwin / Gamasutra) "Wolfenstein 3D came out exactly 25 years ago, on May 5th, 1992. Nothing was the same after that day. âWe knew it was new and special, but we were pretty blown away by the reception,â says Tom Hall, the director and co-designer of the game."
A three-year-old Elite Dangerous mystery is finally unravelling (Wesley Yin-Poole / Eurogamer) "Elite Dangerous players have taken a significant step in solving a mystery that has befuddled its most rabid secret-hunters ever since the game came out. The Formidine Rift mystery, as it's known, kicked off back in 2014 with the release of Drew Wagar's novel Elite Reclamation. Since then players have searched for clues in an attempt to solve this mystery. This week, a major discovery was made that suggests a solution is near."
Lessons from Escape Rooms: Designing for the Real World and VR (Laura E. Hall / GDC / YouTube) "In this 2017 GDC session, escape room designer Laura E. Hall discusses the design fundamentals and structures necessary for creating real-world experiences that offer not only entertainment, but create immersion and transportation for players in order to understand how "physical play" can be a foundation for virtual reality design and beyond. "
-------------------
[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
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutraâs 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 videos on the making of Raw Data & the surprise debut of Scanner Sombre, plus the history of seminal NES emulator NESticle.
A quick and early newsletter this week, since we're in Texas for a few days visiting friends game-centric & non game-centric - among them Venus Patrol/ex-IGF supremo Brandon Boyer (& world's cutest megadog Scout), as well as Gamasutra publisher/EIC Kris Graft.
One thing I did find interesting from the links I still managed to excavate, though - the recent GDC video linked below about the making of VR standout Raw Data has a fairly high dislike-to-like ratio compared to other GDC videos (more dislikes than normal).
Why? Well, partly because the game dared to hit Early Access at $40 USD with a fairly linear story, by the look of it. If the hope was that VR would ensnare the 'core gamer', I'm starting to wonder whether VR experiences are even core gamer-compatible in terms of narrative, linearity & replayability. Which would be a pretty big stumbling block, if true... Anyhow, until next time?
-Â Simon, curator.]
-------------------
The future of dialogue in games (Alex Wiltshire / PC Gamer) "Getting to discover the politics and personalities of a new location should feel like a reward, but the same formulaic text dump from city to city can make you feel awfully weary. Being NPCsplained at with screeds of exposition and feeling youâre taking little meaningful part in it all, game dialogue can make you want to run back into the hills."
[Game] Story - What Is It Good For? (Thomas Grip / Gamasutra Blogs) "This "go write a book instead" attitude isn't new. One of my favorite articles on the subject is Jesper Juul's "Games Telling Stories?". Interestingly, I pretty much agree with all of the points that Juul raises, but reject most of his conclusions. I think that video games are very well suited for telling stories and that there is no inherent conflict. [SIMON'S NOTE: another response to that Bogost article, of course!]"
Early Access Lessons From Raw Data (Chris Hewish & Mike McTyre / GDC / YouTube) "In this 2017 VRDC at GDC session, Survios' Chris Hewish and Mike McTyre break down the technological and artistic challenges, insights, and decisions that continue to influence and evolve the development of Raw Data and helped it climb the Steam charts while still in Early Access. "
When Fans Take Their Love For Twitch Streamers Too Far (Cecilia D'Anastasio / Kotaku) "It was one in the morning when the Twitch streamer Ellohime heard a knock at his front door. He had been grinding away at a PC game that night in December 2015 while his infant daughter and fiancĂ©e slept. His 22-year-old brother was crashing in the central Florida home, too, and it wasnât unheard of for him to invite friends over at odd hours. Ellohime left his desk and went downstairs to the door."
Analysis: 'Scanner Sombre'Â (Errant Signal / YouTube) "Scanner Sombre is the latest game by Introversion Software, the team that brought you Uplink, Darwinia, DEFCON, and Prison Architect. It's definitely pretty, but what if anything is going on beneath the surface?"
Inside Marvel vs Capcom Infinite: an in-depth interview about accessibility, combos, ditching cross-platform play and sweat equity (Alex Donaldson / VG247) "I sat down with producer Mike Evans and associate producer Peter âcombofiendâ Rosas to talk about these challenges and chat about Infiniteâs gameplay systems in-depth. Rosas in particular is a voice that carries some weight with the fans â heâs a community hire of Capcomâs, and is famous in the fighting game tournament world for performing one of the greatest fighting game comebacks of all time with a lone, vulnerable Spencer in MVC3. He knows his Marvel. Hereâs our chat."
Epic, near-EVE-worthy troll sabotages Elite: Dangerous community event (Lee Hutchinson / Ars Technica) "In the vast simulated galaxy of Elite: Dangerous, a years-old mystery concerning an unknown region of space called the Formidine Rift was poised to take a dramatic leap forward on Saturday. An NPC going by the name of Salomé was preparing for a frantic, fast return to the main inhabited core worlds with information that would advance the mysteryâs plot. Eliteplayers could choose to try to escort SalomĂ© to safety, or could try to gun her down."
Gamasutra Plays Playerunknown's Battlegrounds with Brendan Greene (Gamasutra Team / Twitch / YouTube) "The Gamasutra crew sits down with Playerunknown, aka Brendan Greene, to talk about the success of Bluehole's latest game Playerunknown's Battlegrounds. [SIMON'S NOTE: the Gamasutra crew are doing more and more live Twitch chats with devs, & here's a particularly notable recent one - more archived on YouTube here.]"
Tumbleseed and the obscure mechanical arcade machine that inspired it (Andrew Webster / Verge) "It never went on to become a huge hit, but for game designer Greg Wohlwend, Ice Cold Beer proved inspirational. So much so that he, along with a small team, set about taking the core mechanic and expanding on it for the new video game Tumbleseed. âWeâve got to be true to the source material,â says Wohlwend of the development process, âout of love and respect for this awesome game that not a lot of people know about.â"
Boom, Headshot! (Martin Annander / Gamasutra Blogs) "However, letâs not rail against violence. Thatâs not what this is about. Violence can be thrilling, its narrative exciting, and the skills required to master the gameplay can be quite rewarding to attain. Weâve played first-person shooters for decades for reasons other than murder. [SIMON'S NOTE: from a couple of weeks back, but only just spotted it - a powerful partner to Ste Curran's 'Double Tap' GDC 2017 talk?]"
How the Mixed Reality Game 'Bad News' Brings Towns Like 'Twin Peaks' to Life (Steven T. Wright / Glixel) "We were inside a sprawling exhibition hall at San Francisco Museum of Modern Art,where a trio of PhD students from the University of California, Santa Cruz are showing off their project, Bad News â an interactive experience that, much like a play, incorporates aspects of real-world performance."
The Story of NESticle, the Ambitious Emulator That Redefined Retro Gaming (Ernie Smith / Motherboard) "The product of a talented programmer who designed a hit shareware game while he was still in high school, NESticle was so good that everyone looked past the fact its name was basically a dick joke."
In Gacha We Trust: The Appeal of Japanese Free to Play Games (Allen Kwan / Medium) "Richard Garfield recently penned a manifesto on free to play (F2P) games that encourage spending, or what he calls âskinnerwareâ. While there is perhaps a little bit of irony in the fact that the person responsible for creating one of the bigger âskinnerwareâ games, Magic the Gathering, writing a manifesto decrying the exploitative nature of these types of games, reading his post made me reflect on the F2P games that I play. [SIMON'S NOTE: this editorial is a little old, but popped up on social media recently & is well worth revisiting!]"
Faithfully updating the art of a classic in Wonder Boy: The Dragon's Trap (Joel Couture / Gamasutra) "Ben Fiquet spent a great deal of time playing the 1989 Wonder Boy III: The Dragonâs Trap as a child, wandering around its wondrous worlds. The game made a strong impression on him. These feelings would well up again, years later, when Fiquet found himself working on the recently-released remake, Wonder Boy: The Dragon's Trap."
Rock and Roll Days of StarCraft: a Development Retrospective (StarCraft: Remastered / Blizzard Entertainment) "The year was 1997, and Blizzard art director Samwise Didierâs â65 Mustang was producing an alarming amount of smoke. The ancient vehicle was held together by little more than duct tape and prayer, and by the time Didier pulled into his garage one sunny Southern California afternoon, it was clear that neither countermeasure would suffice for long."
Interview: The creator of the Conquests adventures on what made them special (GOG.com) "During the steady stream of Quest and Larry games that established [Sierra's] legacy, a couple of less-known but no less-loved titles came along: Conquests of Camelot and Conquests of the Longbow. To celebrate their long-awaited arrival on GOG.com we've approached their creator, Christy Marx, for a chat on what made them so special to her and to so many adventure game fans."
'Hearthstone' Director Ben Brode Talks Surprise Success and Tough Choices (Joshua Calixto / Glixel) "As Hearthstoneâs director, Ben Brode has a firm understanding of how much is riding on the gameâs complex design. If he and his team tune things to be too random, the competitive scene suffers. Nerf a card too much, and players start to feel like their monetary investments are losing value."
Tom Hall: 5 key design lessons I learned directing Wolfenstein 3D (Jon Irwin / Gamasutra) "Wolfenstein 3D came out exactly 25 years ago, on May 5th, 1992. Nothing was the same after that day. âWe knew it was new and special, but we were pretty blown away by the reception,â says Tom Hall, the director and co-designer of the game."
A three-year-old Elite Dangerous mystery is finally unravelling (Wesley Yin-Poole / Eurogamer) "Elite Dangerous players have taken a significant step in solving a mystery that has befuddled its most rabid secret-hunters ever since the game came out. The Formidine Rift mystery, as it's known, kicked off back in 2014 with the release of Drew Wagar's novel Elite Reclamation. Since then players have searched for clues in an attempt to solve this mystery. This week, a major discovery was made that suggests a solution is near."
Lessons from Escape Rooms: Designing for the Real World and VR (Laura E. Hall / GDC / YouTube) "In this 2017 GDC session, escape room designer Laura E. Hall discusses the design fundamentals and structures necessary for creating real-world experiences that offer not only entertainment, but create immersion and transportation for players in order to understand how "physical play" can be a foundation for virtual reality design and beyond. "
-------------------
[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
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutraâs 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 videos on the making of Raw Data & the surprise debut of Scanner Sombre, plus the history of seminal NES emulator NESticle.
A quick and early newsletter this week, since we're in Texas for a few days visiting friends game-centric & non game-centric - among them Venus Patrol/ex-IGF supremo Brandon Boyer (& world's cutest megadog Scout), as well as Gamasutra publisher/EIC Kris Graft.
One thing I did find interesting from the links I still managed to excavate, though - the recent GDC video linked below about the making of VR standout Raw Data has a fairly high dislike-to-like ratio compared to other GDC videos (more dislikes than normal).
Why? Well, partly because the game dared to hit Early Access at $40 USD with a fairly linear story, by the look of it. If the hope was that VR would ensnare the 'core gamer', I'm starting to wonder whether VR experiences are even core gamer-compatible in terms of narrative, linearity & replayability. Which would be a pretty big stumbling block, if true... Anyhow, until next time?
-Â Simon, curator.]
-------------------
The future of dialogue in games (Alex Wiltshire / PC Gamer) "Getting to discover the politics and personalities of a new location should feel like a reward, but the same formulaic text dump from city to city can make you feel awfully weary. Being NPCsplained at with screeds of exposition and feeling youâre taking little meaningful part in it all, game dialogue can make you want to run back into the hills."
[Game] Story - What Is It Good For? (Thomas Grip / Gamasutra Blogs) "This "go write a book instead" attitude isn't new. One of my favorite articles on the subject is Jesper Juul's "Games Telling Stories?". Interestingly, I pretty much agree with all of the points that Juul raises, but reject most of his conclusions. I think that video games are very well suited for telling stories and that there is no inherent conflict. [SIMON'S NOTE: another response to that Bogost article, of course!]"
Early Access Lessons From Raw Data (Chris Hewish & Mike McTyre / GDC / YouTube) "In this 2017 VRDC at GDC session, Survios' Chris Hewish and Mike McTyre break down the technological and artistic challenges, insights, and decisions that continue to influence and evolve the development of Raw Data and helped it climb the Steam charts while still in Early Access. "
When Fans Take Their Love For Twitch Streamers Too Far (Cecilia D'Anastasio / Kotaku) "It was one in the morning when the Twitch streamer Ellohime heard a knock at his front door. He had been grinding away at a PC game that night in December 2015 while his infant daughter and fiancĂ©e slept. His 22-year-old brother was crashing in the central Florida home, too, and it wasnât unheard of for him to invite friends over at odd hours. Ellohime left his desk and went downstairs to the door."
Analysis: 'Scanner Sombre'Â (Errant Signal / YouTube) "Scanner Sombre is the latest game by Introversion Software, the team that brought you Uplink, Darwinia, DEFCON, and Prison Architect. It's definitely pretty, but what if anything is going on beneath the surface?"
Inside Marvel vs Capcom Infinite: an in-depth interview about accessibility, combos, ditching cross-platform play and sweat equity (Alex Donaldson / VG247) "I sat down with producer Mike Evans and associate producer Peter âcombofiendâ Rosas to talk about these challenges and chat about Infiniteâs gameplay systems in-depth. Rosas in particular is a voice that carries some weight with the fans â heâs a community hire of Capcomâs, and is famous in the fighting game tournament world for performing one of the greatest fighting game comebacks of all time with a lone, vulnerable Spencer in MVC3. He knows his Marvel. Hereâs our chat."
Epic, near-EVE-worthy troll sabotages Elite: Dangerous community event (Lee Hutchinson / Ars Technica) "In the vast simulated galaxy of Elite: Dangerous, a years-old mystery concerning an unknown region of space called the Formidine Rift was poised to take a dramatic leap forward on Saturday. An NPC going by the name of Salomé was preparing for a frantic, fast return to the main inhabited core worlds with information that would advance the mysteryâs plot. Eliteplayers could choose to try to escort SalomĂ© to safety, or could try to gun her down."
Gamasutra Plays Playerunknown's Battlegrounds with Brendan Greene (Gamasutra Team / Twitch / YouTube) "The Gamasutra crew sits down with Playerunknown, aka Brendan Greene, to talk about the success of Bluehole's latest game Playerunknown's Battlegrounds. [SIMON'S NOTE: the Gamasutra crew are doing more and more live Twitch chats with devs, & here's a particularly notable recent one - more archived on YouTube here.]"
Tumbleseed and the obscure mechanical arcade machine that inspired it (Andrew Webster / Verge) "It never went on to become a huge hit, but for game designer Greg Wohlwend, Ice Cold Beer proved inspirational. So much so that he, along with a small team, set about taking the core mechanic and expanding on it for the new video game Tumbleseed. âWeâve got to be true to the source material,â says Wohlwend of the development process, âout of love and respect for this awesome game that not a lot of people know about.â"
Boom, Headshot! (Martin Annander / Gamasutra Blogs) "However, letâs not rail against violence. Thatâs not what this is about. Violence can be thrilling, its narrative exciting, and the skills required to master the gameplay can be quite rewarding to attain. Weâve played first-person shooters for decades for reasons other than murder. [SIMON'S NOTE: from a couple of weeks back, but only just spotted it - a powerful partner to Ste Curran's 'Double Tap' GDC 2017 talk?]"
How the Mixed Reality Game 'Bad News' Brings Towns Like 'Twin Peaks' to Life (Steven T. Wright / Glixel) "We were inside a sprawling exhibition hall at San Francisco Museum of Modern Art,where a trio of PhD students from the University of California, Santa Cruz are showing off their project, Bad News â an interactive experience that, much like a play, incorporates aspects of real-world performance."
The Story of NESticle, the Ambitious Emulator That Redefined Retro Gaming (Ernie Smith / Motherboard) "The product of a talented programmer who designed a hit shareware game while he was still in high school, NESticle was so good that everyone looked past the fact its name was basically a dick joke."
In Gacha We Trust: The Appeal of Japanese Free to Play Games (Allen Kwan / Medium) "Richard Garfield recently penned a manifesto on free to play (F2P) games that encourage spending, or what he calls âskinnerwareâ. While there is perhaps a little bit of irony in the fact that the person responsible for creating one of the bigger âskinnerwareâ games, Magic the Gathering, writing a manifesto decrying the exploitative nature of these types of games, reading his post made me reflect on the F2P games that I play. [SIMON'S NOTE: this editorial is a little old, but popped up on social media recently & is well worth revisiting!]"
Faithfully updating the art of a classic in Wonder Boy: The Dragon's Trap (Joel Couture / Gamasutra) "Ben Fiquet spent a great deal of time playing the 1989 Wonder Boy III: The Dragonâs Trap as a child, wandering around its wondrous worlds. The game made a strong impression on him. These feelings would well up again, years later, when Fiquet found himself working on the recently-released remake, Wonder Boy: The Dragon's Trap."
Rock and Roll Days of StarCraft: a Development Retrospective (StarCraft: Remastered / Blizzard Entertainment) "The year was 1997, and Blizzard art director Samwise Didierâs â65 Mustang was producing an alarming amount of smoke. The ancient vehicle was held together by little more than duct tape and prayer, and by the time Didier pulled into his garage one sunny Southern California afternoon, it was clear that neither countermeasure would suffice for long."
Interview: The creator of the Conquests adventures on what made them special (GOG.com) "During the steady stream of Quest and Larry games that established [Sierra's] legacy, a couple of less-known but no less-loved titles came along: Conquests of Camelot and Conquests of the Longbow. To celebrate their long-awaited arrival on GOG.com we've approached their creator, Christy Marx, for a chat on what made them so special to her and to so many adventure game fans."
'Hearthstone' Director Ben Brode Talks Surprise Success and Tough Choices (Joshua Calixto / Glixel) "As Hearthstoneâs director, Ben Brode has a firm understanding of how much is riding on the gameâs complex design. If he and his team tune things to be too random, the competitive scene suffers. Nerf a card too much, and players start to feel like their monetary investments are losing value."
Tom Hall: 5 key design lessons I learned directing Wolfenstein 3D (Jon Irwin / Gamasutra) "Wolfenstein 3D came out exactly 25 years ago, on May 5th, 1992. Nothing was the same after that day. âWe knew it was new and special, but we were pretty blown away by the reception,â says Tom Hall, the director and co-designer of the game."
A three-year-old Elite Dangerous mystery is finally unravelling (Wesley Yin-Poole / Eurogamer) "Elite Dangerous players have taken a significant step in solving a mystery that has befuddled its most rabid secret-hunters ever since the game came out. The Formidine Rift mystery, as it's known, kicked off back in 2014 with the release of Drew Wagar's novel Elite Reclamation. Since then players have searched for clues in an attempt to solve this mystery. This week, a major discovery was made that suggests a solution is near."
Lessons from Escape Rooms: Designing for the Real World and VR (Laura E. Hall / GDC / YouTube) "In this 2017 GDC session, escape room designer Laura E. Hall discusses the design fundamentals and structures necessary for creating real-world experiences that offer not only entertainment, but create immersion and transportation for players in order to understand how "physical play" can be a foundation for virtual reality design and beyond. "
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