#source is the rockpapershotgun article
Explore tagged Tumblr posts
Text
wtf are you gonna be able to do with Gale’s hand
#source is the rockpapershotgun article#baldur's gate 3#gale#the dark urge#like can you pickle?#sew it back on?#CLONE GALE??
96 notes
·
View notes
Text
Select Trump? Observe The Exchange Democrats.
Road reflectors are made use of to deal with website traffic as well as promote risk-free driving. If say, you got adequate loan for day-to-day costs and also even more, but, you are continuously evading paying out even minimum credit card debt payment, at that point you are actually an excellent candidate for selection or a charge card suit. In diagnostics, our team predicted natural purchases development from mid-single fingers in the very first quarter and also mid to higher singular fingers for the complete year; as well as in health care devices, we forecast purchases to enhance mid to higher solitary digits for both the 1st one-fourth and also for the complete year. Initially from Morton's route at Bleecker Road as well as running through to Hudson Street, captivating brownstones sit level with the treetops, developing an enchanting environment, one that can almost resemble an art work or like a created animation studio backlot constructed to look like the perfect midtown The big apple. The table here programs each from the safety and securities in the Rapid Eye Movement profile, the body weight, lot of portions, price, ex-dividend time, returns amount and also the returns regularity apiece part making use of information since September 15, 2017. The 34-year-old medical doctor aide is just one of the nation's handful of experts of "street medication," a very small healthcare specific niche that supports predict will certainly come to be extra mainstream as hospitals and medical bodies find to reduce costs, partially through decreasing emergency-room check outs among the homeless. On the other side of the coin, if you would like to acquire your business or even services from any type of firm and also they tell you they need to have the credit history info from Dun & Bradstreet, certainly not only the DUNS number, why don't they pay out the $40 to $200 to obtain the document by themselves, especially if you consider to devote a bunch of funds with them. Our team're not visiting talk especially regarding the future product, yet as you can see from the devotion and some of our leading five goals, 50 brand-new high effect motorbikes in the following five years, ONE HUNDRED in Ten Years, as well as the 14 that Http://B3Stexcercisesblog.Info our team have in version year '18 plus a married couple that happened early in the spring season under model year '17, the Street Pole as well as the Street King Special, and as our experts've shared in our discussions in capitalist times exactly how our experts're seeing product from a consumer influence standpoint, that is better understood as you check out the entire Softail selection that runs the variety of type of classic traditional items like the Deluxe, that appeal to a particular sort of consumer, completely to the Fat Bob as well as the Body fat Bob 114 that are actually really increasing extremely extremely along with individuals that were actually maybe a lot more in the V-Rod realm coming from an adrenaline need state viewpoint. So the method to think about that is that in the first quarter, market allotment was actually a bit smooth because of the fact that our company weren't selling a considerable amount of authorized rentals as people waited on Bald eagle Cyclist, then in the 3rd fourth we started to deliver into Eagle Cyclist which carried out perk cooperate the third quarter. According to the Exchange Diary, 32 experts presently dealing with WMT are together favorable with an average price aim at of $81.34. The cost aim ats vary off a low from $61.00 to a high from $92.00. Despite the myriad from Ivy-League MBAs, firm brows through, financier meetings, earnings phone calls, formulas, and financial modeling that enters these rankings, only time-- in the situation from hindsight-- are going to determine which target is actually the proper one, if any kind of. As Scott pointed out previously, satisfy note that all sources to 2017 sales growth, unless or else noted, are on a comparable basis and do certainly not feature results from our earlier achievements, which follows the support method our company used each one of in 2014. Ever since, articles have been actually constantly turning up on the internet almost daily in Forbes, CNBC, PCMagazine, Vice, Tom's Hardware, Digital Trends, Kotaku, TechSpot, RockPaperShotgun, ExtremeTech, SlashGear, Polygon, PCGamer, as well as lastly, none besides the venerable Rolling Stone That's curious that there is actually certainly not a squeak regarding I understand from any sort of Commercial analyst covering Nvidia; I would warn against observing all of them later on. Though Highsmith's image coming from the 1970s from the cement format from the region is actually still accurate today, taking a walk down Morton Street in today is actually certainly not filled with the pressure and darkness along with which she explains the place.
0 notes
Link
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 Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest.
Lots of interesting links this week - am particularly taken by the article on the tumultous community of Elite: Dangerous, which I thought was far less tumultuous than Star Citizen. (Well, it probably still is.) But it reminded me that when you make a game that's in a state of constant change, you'll get all kinds of views on its artistic direction - especially on the polarized Internet. Which can be tiring, and rough, but isn't a lot of the Internet? 'Til next time...
- Simon, curator.]
-------------------
Giant Sparrow creative director talks about the freaky beautiful haunting of Edith Finch (David Nieves / ComicsBeat) "What Remains of Edith Finch is developer Giant Sparrow’s (published by Annapurna Interactive) follow up to their critically acclaimed debut The Unfinished Swan. While the first game was a unique tale of an orphan boy who navigates a literal blank world by throwing paint everywhere. What Remains of Edith Finch is an eerie beautiful collection of stories about a cursed family house in the Pacific Northwest."
The Occupation and the perils of politics in games (Chris Priestman / Eurogamer) "At 11.36am on March 22nd 2017, White Paper Games announced The Occupation with a trailer and a press release. Set in 1980s north-west England, it's a first-person narrative adventure that follows a journalist caught up in the aftermath of a terrorist attack that left 23 people dead."
Milwaukee's War on 'Pokémon GO' Could Change Tech Forever (Jordan Zakarin / Inverse) "Even now, almost a year later, Sheldon Wasserman sounds surprised when he describes what went down in Milwaukee’s Lake Park last summer. “People are beginning to run across the streets, parking is absolutely overloaded, the police are now ticketing, food trucks are showing up,” the Milwaukee County Supervisor remembers."
Picture in a Frame (Amr Al-Aaser / Medium) "I think a lot about how we frame things... It’s something that feels repeatedly relevant in games, a space where the practice of describing games as “x meets y” or “game x with twist y” is a common format for arriving at an explanation of a title."
Still Logged In: What AR and VR Can Learn from MMOs (Raph Koster / GDC / YouTube) "In this 2017 GDC session, MMO designer Raph Koster talks about the social and ethical implications of turning the real world into a virtual world, and how the lessons of massively multiplayer virtual worlds are more relevant than ever."
Meet the superfans still playing Populous: The Beginning (Oliver Milne / RockPaperShotgun) "So how come there’s still an active group of Populous players keeping the flame alive nearly twenty years later? I got in touch with some of the community’s longest-standing members to find out. [SIMON'S NOTE: this one's a bit old, but had no idea third parties got unofficial matchmaking running for the game.]"
RPG Codex Interview: Julian Gollop on Phoenix Point (Infinitron / RPG Codex) "Phoenix Point uses willpower as a key stat. A character's willpower rating determines initial and maximum will points for a battle. Will points are spent on most special actions and abilities. Will points can be lost through injury, morale effects (such as comrades dying or facing a horrifying monster) and special enemy attacks."
The future is in interactive storytelling (Noah Wardrip-Fruin & Michael Mateas / The Conversation) "Marvel’s new blockbuster, “Guardians of the Galaxy, Vol. 2,” carries audiences through a narrative carefully curated by the film’s creators. That’s also what Telltale’s Guardians-themed game did when it was released in April."
How Zach Gage fine-tuned the difficulty curve of TypeShift (Rollin Bishop / Gamasutra) "TypeShift, the latest game from acclaimed mobile developer Zach Gage, is part crossword, part anagram, and all puzzle. Rather than simply ask a player to solve a single jumbled word, or even several, TypeShift — which is available on iOS and Android — instead asks players to create any number of words out of several tiers of letters until they’ve used every single one."
How Final Fantasy 7 Revolutionized Videogame Marketing and Helped Sony Tackle Nintendo (David L Craddock / Paste) "In late July 1997, Sony Computer Entertainment America buzzed with excitement. SCEA was in possession of Final Fantasy 7’s gold master discs, media containing finalized code. Over the next few weeks, they would undergo mass production—pressed to millions of CD-ROMs, packaged inside jewel cases, and shipped to stores in time for the game’s summer launch across Europe and North America."
The state of Elite Dangerous (Wesley Yin-Poole / Eurogamer) "On 25th April 2017, Cambridge-based developer Frontier released patch notes for its two-and-a-half year-old space game Elite Dangerous. Buried within those patch notes, under the section "General Fixes & Tweaks", was a line that set the game's vociferous community alight: Farmed salt from the community for usage later."
Spaceplan - Based on a Misunderstanding Of Stephen Hawking (Scott Manley / YouTube) "It's a 'make numbers go up' game with a bit of a space theme and potatoes, lots of potatoes, solar masses of tubers."
Classic Game Postmortem: Seaman (Yoot Saito / GDC / YouTube) "In this GDC 2017 Classic Game Postmortem, Yutaka "Yoot" Saito speaks at length about his work creating 'Seaman', a game that left an indelible mark on the fabric of both the game industry and pop culture at large."
What I learned playing "SteamProphet" (Lars Doucet / Gamasutra) "At least 249 indie games have launched on Steam in the past 13 weeks not including VR or F2P games. That's more than 30 games every week, on average. In their first month... 75% made at least $0, 10% made at least $1K-9K, 7.5% made at least $10K-49K, 2% made at least $50K-99K, 5% made at least $100K-999K, Exactly one made > $1M."
Knack 2 is an atonement (Colin Campbell / Polygon) "Knack 2 director Mark Cerny is one of the most accomplished game developers of the last three decades, most especially in platform adventures featuring likable characters. From Marble Madness to Sonic the Hedgehog 2, from Crash Bandicoot to Ratchet & Clank, he's made his mark on a multitude of verdant, primary-hued worlds, where colorful critters boing and bounce."
Game Dev Insight: A Chat with BioWare Cinematics Lead Tal Peleg (Shinobi602 / Shinobi Speaks) "I’m super happy to be able to share a nice chat I had with Tal Peleg, a Cinematics Lead at BioWare. His previous animation work includes a bevy of notable titles such as Mass Effect: Andromeda, Uncharted 4, The Last of Us and Dead Space 2 among others. "
Why is motherhood so poorly portrayed in video games? (Kate Smith / The Guardian) "And games, you may be startled to discover, are not too great at portraying motherhood – though they seem to have fatherhood all figured out. Did you know that once you have a daughter you suddenly become aware that women are people, too? Who could have seen that coming?"
Ten Years Ago, Dead Or Alive Launched The Careers Of The Highest-Paid Women Pro Gamers (Maddy Myers / Kotaku Compete) "Vanessa Arteaga had been playing fighting games since she was a child, long before she became one of the highest-paid women in competitive gaming history—but her tens of thousands in winnings still pale in comparison to the millions that her male peers have made in competitive gaming in the years since."
'Civilization' Creator Sid Meier: "I Didn't Really Expect to be a Game Designer"(Chris Suellentrop / Glixel) "At GDC, Meier talked to Glixel for almost an hour with boyish enthusiasm about what makes Civilization work, why Firaxis turns to a new lead designer with almost every sequel, and that whole thing with having his name on the box."
Jeff Kaplan reveals the Overwatch Balance Triangle (Here's A Thing / Eurogamer / YouTube) "On this week's episode of Here's A Thing, Chris Bratt talks to Overwatch game director, Jeff Kaplan about the 'balance triangle' his team uses when thinking about hero design."
How Inside’s levels were designed (Alex Wiltshire / RockPaperShotgun) "Playdead don’t design games in the same way that other studios do. They’re the result of a process where nothing is written down. There’s no script and no design document. No member of the team owns any aspect of what they make and what will go into the final game. Everything is up for change."
Why This Very Queer Strategy Game Downplayed Its Queerness While Crowdfunding (Patrick Klepek / Waypoint) ""Essentially the game comes out to the player—if they notice, and not everybody does," said All Walls Must Fall programmer Isaac Ashdown, who lives in Berlin with his husband. "The fact is that the game isn't really 'about' being queer, but it's set in Berlin nightclubs, and those can be pretty queer spaces.""
These are the developers creating new games for old consoles (Andrew Webster / The Verge) "If you want to play Dustin Long’s most recent game, you’ll need a console that was first released more than 30 years ago. As a young musician in New York, Long found himself drawn to the chiptune scene, where artists craft sounds using classic gaming hardware."
Burn The Bikini Armour: Actionable Tips For Better Character Design (Victoria Smith / Play By Play) " By taking a look at the worst and best of costume design in games - as well as primary sources and the basics of visual design - you can elevate your character designs and create something truly unique. Nobody wants to appear on the Worst Dressed list, so why should your game characters be any different?"
I Paid Women To Play Overwatch With Me, And It Was Fantastic (Cecilia D'Anastasio / Kotaku) "Earlier this week, on Fiverr.com, I selected Biu’s “Basic” package which, in exchange for $5, granted me her company for five Overwatch games. In her profile’s image, a helicopter selfie, Biu is wearing a t-shirt with Zelda’s Link and sticking out her tongue."
Designer Interview: Crafting Flinthook's hookshot wasn't easy (Alex Wiltshire / Gamasutra) "There are many ways to express the concept of throwing out a line from a player character that attaches to a surface, something that’s familiar to many first- and third person 3D games, from Ocarina of Time to Spider-Man 2. But the hookshot is curiously underused in 2D platformers. Tribute Games’ new action platformer, Flinthook, might give some pointers as to why. Not because Flinthook isn’t good. Quite the opposite, in fact."
-------------------
[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 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 Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest.
Lots of interesting links this week - am particularly taken by the article on the tumultous community of Elite: Dangerous, which I thought was far less tumultuous than Star Citizen. (Well, it probably still is.) But it reminded me that when you make a game that's in a state of constant change, you'll get all kinds of views on its artistic direction - especially on the polarized Internet. Which can be tiring, and rough, but isn't a lot of the Internet? 'Til next time...
- Simon, curator.]
-------------------
Giant Sparrow creative director talks about the freaky beautiful haunting of Edith Finch (David Nieves / ComicsBeat) "What Remains of Edith Finch is developer Giant Sparrow’s (published by Annapurna Interactive) follow up to their critically acclaimed debut The Unfinished Swan. While the first game was a unique tale of an orphan boy who navigates a literal blank world by throwing paint everywhere. What Remains of Edith Finch is an eerie beautiful collection of stories about a cursed family house in the Pacific Northwest."
The Occupation and the perils of politics in games (Chris Priestman / Eurogamer) "At 11.36am on March 22nd 2017, White Paper Games announced The Occupation with a trailer and a press release. Set in 1980s north-west England, it's a first-person narrative adventure that follows a journalist caught up in the aftermath of a terrorist attack that left 23 people dead."
Milwaukee's War on 'Pokémon GO' Could Change Tech Forever (Jordan Zakarin / Inverse) "Even now, almost a year later, Sheldon Wasserman sounds surprised when he describes what went down in Milwaukee’s Lake Park last summer. “People are beginning to run across the streets, parking is absolutely overloaded, the police are now ticketing, food trucks are showing up,” the Milwaukee County Supervisor remembers."
Picture in a Frame (Amr Al-Aaser / Medium) "I think a lot about how we frame things... It’s something that feels repeatedly relevant in games, a space where the practice of describing games as “x meets y” or “game x with twist y” is a common format for arriving at an explanation of a title."
Still Logged In: What AR and VR Can Learn from MMOs (Raph Koster / GDC / YouTube) "In this 2017 GDC session, MMO designer Raph Koster talks about the social and ethical implications of turning the real world into a virtual world, and how the lessons of massively multiplayer virtual worlds are more relevant than ever."
Meet the superfans still playing Populous: The Beginning (Oliver Milne / RockPaperShotgun) "So how come there’s still an active group of Populous players keeping the flame alive nearly twenty years later? I got in touch with some of the community’s longest-standing members to find out. [SIMON'S NOTE: this one's a bit old, but had no idea third parties got unofficial matchmaking running for the game.]"
RPG Codex Interview: Julian Gollop on Phoenix Point (Infinitron / RPG Codex) "Phoenix Point uses willpower as a key stat. A character's willpower rating determines initial and maximum will points for a battle. Will points are spent on most special actions and abilities. Will points can be lost through injury, morale effects (such as comrades dying or facing a horrifying monster) and special enemy attacks."
The future is in interactive storytelling (Noah Wardrip-Fruin & Michael Mateas / The Conversation) "Marvel’s new blockbuster, “Guardians of the Galaxy, Vol. 2,” carries audiences through a narrative carefully curated by the film’s creators. That’s also what Telltale’s Guardians-themed game did when it was released in April."
How Zach Gage fine-tuned the difficulty curve of TypeShift (Rollin Bishop / Gamasutra) "TypeShift, the latest game from acclaimed mobile developer Zach Gage, is part crossword, part anagram, and all puzzle. Rather than simply ask a player to solve a single jumbled word, or even several, TypeShift — which is available on iOS and Android — instead asks players to create any number of words out of several tiers of letters until they’ve used every single one."
How Final Fantasy 7 Revolutionized Videogame Marketing and Helped Sony Tackle Nintendo (David L Craddock / Paste) "In late July 1997, Sony Computer Entertainment America buzzed with excitement. SCEA was in possession of Final Fantasy 7’s gold master discs, media containing finalized code. Over the next few weeks, they would undergo mass production—pressed to millions of CD-ROMs, packaged inside jewel cases, and shipped to stores in time for the game’s summer launch across Europe and North America."
The state of Elite Dangerous (Wesley Yin-Poole / Eurogamer) "On 25th April 2017, Cambridge-based developer Frontier released patch notes for its two-and-a-half year-old space game Elite Dangerous. Buried within those patch notes, under the section "General Fixes & Tweaks", was a line that set the game's vociferous community alight: Farmed salt from the community for usage later."
Spaceplan - Based on a Misunderstanding Of Stephen Hawking (Scott Manley / YouTube) "It's a 'make numbers go up' game with a bit of a space theme and potatoes, lots of potatoes, solar masses of tubers."
Classic Game Postmortem: Seaman (Yoot Saito / GDC / YouTube) "In this GDC 2017 Classic Game Postmortem, Yutaka "Yoot" Saito speaks at length about his work creating 'Seaman', a game that left an indelible mark on the fabric of both the game industry and pop culture at large."
What I learned playing "SteamProphet" (Lars Doucet / Gamasutra) "At least 249 indie games have launched on Steam in the past 13 weeks not including VR or F2P games. That's more than 30 games every week, on average. In their first month... 75% made at least $0, 10% made at least $1K-9K, 7.5% made at least $10K-49K, 2% made at least $50K-99K, 5% made at least $100K-999K, Exactly one made > $1M."
Knack 2 is an atonement (Colin Campbell / Polygon) "Knack 2 director Mark Cerny is one of the most accomplished game developers of the last three decades, most especially in platform adventures featuring likable characters. From Marble Madness to Sonic the Hedgehog 2, from Crash Bandicoot to Ratchet & Clank, he's made his mark on a multitude of verdant, primary-hued worlds, where colorful critters boing and bounce."
Game Dev Insight: A Chat with BioWare Cinematics Lead Tal Peleg (Shinobi602 / Shinobi Speaks) "I’m super happy to be able to share a nice chat I had with Tal Peleg, a Cinematics Lead at BioWare. His previous animation work includes a bevy of notable titles such as Mass Effect: Andromeda, Uncharted 4, The Last of Us and Dead Space 2 among others. "
Why is motherhood so poorly portrayed in video games? (Kate Smith / The Guardian) "And games, you may be startled to discover, are not too great at portraying motherhood – though they seem to have fatherhood all figured out. Did you know that once you have a daughter you suddenly become aware that women are people, too? Who could have seen that coming?"
Ten Years Ago, Dead Or Alive Launched The Careers Of The Highest-Paid Women Pro Gamers (Maddy Myers / Kotaku Compete) "Vanessa Arteaga had been playing fighting games since she was a child, long before she became one of the highest-paid women in competitive gaming history—but her tens of thousands in winnings still pale in comparison to the millions that her male peers have made in competitive gaming in the years since."
'Civilization' Creator Sid Meier: "I Didn't Really Expect to be a Game Designer"(Chris Suellentrop / Glixel) "At GDC, Meier talked to Glixel for almost an hour with boyish enthusiasm about what makes Civilization work, why Firaxis turns to a new lead designer with almost every sequel, and that whole thing with having his name on the box."
Jeff Kaplan reveals the Overwatch Balance Triangle (Here's A Thing / Eurogamer / YouTube) "On this week's episode of Here's A Thing, Chris Bratt talks to Overwatch game director, Jeff Kaplan about the 'balance triangle' his team uses when thinking about hero design."
How Inside’s levels were designed (Alex Wiltshire / RockPaperShotgun) "Playdead don’t design games in the same way that other studios do. They’re the result of a process where nothing is written down. There’s no script and no design document. No member of the team owns any aspect of what they make and what will go into the final game. Everything is up for change."
Why This Very Queer Strategy Game Downplayed Its Queerness While Crowdfunding (Patrick Klepek / Waypoint) ""Essentially the game comes out to the player—if they notice, and not everybody does," said All Walls Must Fall programmer Isaac Ashdown, who lives in Berlin with his husband. "The fact is that the game isn't really 'about' being queer, but it's set in Berlin nightclubs, and those can be pretty queer spaces.""
These are the developers creating new games for old consoles (Andrew Webster / The Verge) "If you want to play Dustin Long’s most recent game, you’ll need a console that was first released more than 30 years ago. As a young musician in New York, Long found himself drawn to the chiptune scene, where artists craft sounds using classic gaming hardware."
Burn The Bikini Armour: Actionable Tips For Better Character Design (Victoria Smith / Play By Play) " By taking a look at the worst and best of costume design in games - as well as primary sources and the basics of visual design - you can elevate your character designs and create something truly unique. Nobody wants to appear on the Worst Dressed list, so why should your game characters be any different?"
I Paid Women To Play Overwatch With Me, And It Was Fantastic (Cecilia D'Anastasio / Kotaku) "Earlier this week, on Fiverr.com, I selected Biu’s “Basic” package which, in exchange for $5, granted me her company for five Overwatch games. In her profile’s image, a helicopter selfie, Biu is wearing a t-shirt with Zelda’s Link and sticking out her tongue."
Designer Interview: Crafting Flinthook's hookshot wasn't easy (Alex Wiltshire / Gamasutra) "There are many ways to express the concept of throwing out a line from a player character that attaches to a surface, something that’s familiar to many first- and third person 3D games, from Ocarina of Time to Spider-Man 2. But the hookshot is curiously underused in 2D platformers. Tribute Games’ new action platformer, Flinthook, might give some pointers as to why. Not because Flinthook isn’t good. Quite the opposite, in fact."
-------------------
[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 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 Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest.
Lots of interesting links this week - am particularly taken by the article on the tumultous community of Elite: Dangerous, which I thought was far less tumultuous than Star Citizen. (Well, it probably still is.) But it reminded me that when you make a game that's in a state of constant change, you'll get all kinds of views on its artistic direction - especially on the polarized Internet. Which can be tiring, and rough, but isn't a lot of the Internet? 'Til next time...
- Simon, curator.]
-------------------
Giant Sparrow creative director talks about the freaky beautiful haunting of Edith Finch (David Nieves / ComicsBeat) "What Remains of Edith Finch is developer Giant Sparrow’s (published by Annapurna Interactive) follow up to their critically acclaimed debut The Unfinished Swan. While the first game was a unique tale of an orphan boy who navigates a literal blank world by throwing paint everywhere. What Remains of Edith Finch is an eerie beautiful collection of stories about a cursed family house in the Pacific Northwest."
The Occupation and the perils of politics in games (Chris Priestman / Eurogamer) "At 11.36am on March 22nd 2017, White Paper Games announced The Occupation with a trailer and a press release. Set in 1980s north-west England, it's a first-person narrative adventure that follows a journalist caught up in the aftermath of a terrorist attack that left 23 people dead."
Milwaukee's War on 'Pokémon GO' Could Change Tech Forever (Jordan Zakarin / Inverse) "Even now, almost a year later, Sheldon Wasserman sounds surprised when he describes what went down in Milwaukee’s Lake Park last summer. “People are beginning to run across the streets, parking is absolutely overloaded, the police are now ticketing, food trucks are showing up,” the Milwaukee County Supervisor remembers."
Picture in a Frame (Amr Al-Aaser / Medium) "I think a lot about how we frame things... It’s something that feels repeatedly relevant in games, a space where the practice of describing games as “x meets y” or “game x with twist y” is a common format for arriving at an explanation of a title."
Still Logged In: What AR and VR Can Learn from MMOs (Raph Koster / GDC / YouTube) "In this 2017 GDC session, MMO designer Raph Koster talks about the social and ethical implications of turning the real world into a virtual world, and how the lessons of massively multiplayer virtual worlds are more relevant than ever."
Meet the superfans still playing Populous: The Beginning (Oliver Milne / RockPaperShotgun) "So how come there’s still an active group of Populous players keeping the flame alive nearly twenty years later? I got in touch with some of the community’s longest-standing members to find out. [SIMON'S NOTE: this one's a bit old, but had no idea third parties got unofficial matchmaking running for the game.]"
RPG Codex Interview: Julian Gollop on Phoenix Point (Infinitron / RPG Codex) "Phoenix Point uses willpower as a key stat. A character's willpower rating determines initial and maximum will points for a battle. Will points are spent on most special actions and abilities. Will points can be lost through injury, morale effects (such as comrades dying or facing a horrifying monster) and special enemy attacks."
The future is in interactive storytelling (Noah Wardrip-Fruin & Michael Mateas / The Conversation) "Marvel’s new blockbuster, “Guardians of the Galaxy, Vol. 2,” carries audiences through a narrative carefully curated by the film’s creators. That’s also what Telltale’s Guardians-themed game did when it was released in April."
How Zach Gage fine-tuned the difficulty curve of TypeShift (Rollin Bishop / Gamasutra) "TypeShift, the latest game from acclaimed mobile developer Zach Gage, is part crossword, part anagram, and all puzzle. Rather than simply ask a player to solve a single jumbled word, or even several, TypeShift — which is available on iOS and Android — instead asks players to create any number of words out of several tiers of letters until they’ve used every single one."
How Final Fantasy 7 Revolutionized Videogame Marketing and Helped Sony Tackle Nintendo (David L Craddock / Paste) "In late July 1997, Sony Computer Entertainment America buzzed with excitement. SCEA was in possession of Final Fantasy 7’s gold master discs, media containing finalized code. Over the next few weeks, they would undergo mass production—pressed to millions of CD-ROMs, packaged inside jewel cases, and shipped to stores in time for the game’s summer launch across Europe and North America."
The state of Elite Dangerous (Wesley Yin-Poole / Eurogamer) "On 25th April 2017, Cambridge-based developer Frontier released patch notes for its two-and-a-half year-old space game Elite Dangerous. Buried within those patch notes, under the section "General Fixes & Tweaks", was a line that set the game's vociferous community alight: Farmed salt from the community for usage later."
Spaceplan - Based on a Misunderstanding Of Stephen Hawking (Scott Manley / YouTube) "It's a 'make numbers go up' game with a bit of a space theme and potatoes, lots of potatoes, solar masses of tubers."
Classic Game Postmortem: Seaman (Yoot Saito / GDC / YouTube) "In this GDC 2017 Classic Game Postmortem, Yutaka "Yoot" Saito speaks at length about his work creating 'Seaman', a game that left an indelible mark on the fabric of both the game industry and pop culture at large."
What I learned playing "SteamProphet" (Lars Doucet / Gamasutra) "At least 249 indie games have launched on Steam in the past 13 weeks not including VR or F2P games. That's more than 30 games every week, on average. In their first month... 75% made at least $0, 10% made at least $1K-9K, 7.5% made at least $10K-49K, 2% made at least $50K-99K, 5% made at least $100K-999K, Exactly one made > $1M."
Knack 2 is an atonement (Colin Campbell / Polygon) "Knack 2 director Mark Cerny is one of the most accomplished game developers of the last three decades, most especially in platform adventures featuring likable characters. From Marble Madness to Sonic the Hedgehog 2, from Crash Bandicoot to Ratchet & Clank, he's made his mark on a multitude of verdant, primary-hued worlds, where colorful critters boing and bounce."
Game Dev Insight: A Chat with BioWare Cinematics Lead Tal Peleg (Shinobi602 / Shinobi Speaks) "I’m super happy to be able to share a nice chat I had with Tal Peleg, a Cinematics Lead at BioWare. His previous animation work includes a bevy of notable titles such as Mass Effect: Andromeda, Uncharted 4, The Last of Us and Dead Space 2 among others. "
Why is motherhood so poorly portrayed in video games? (Kate Smith / The Guardian) "And games, you may be startled to discover, are not too great at portraying motherhood – though they seem to have fatherhood all figured out. Did you know that once you have a daughter you suddenly become aware that women are people, too? Who could have seen that coming?"
Ten Years Ago, Dead Or Alive Launched The Careers Of The Highest-Paid Women Pro Gamers (Maddy Myers / Kotaku Compete) "Vanessa Arteaga had been playing fighting games since she was a child, long before she became one of the highest-paid women in competitive gaming history—but her tens of thousands in winnings still pale in comparison to the millions that her male peers have made in competitive gaming in the years since."
'Civilization' Creator Sid Meier: "I Didn't Really Expect to be a Game Designer"(Chris Suellentrop / Glixel) "At GDC, Meier talked to Glixel for almost an hour with boyish enthusiasm about what makes Civilization work, why Firaxis turns to a new lead designer with almost every sequel, and that whole thing with having his name on the box."
Jeff Kaplan reveals the Overwatch Balance Triangle (Here's A Thing / Eurogamer / YouTube) "On this week's episode of Here's A Thing, Chris Bratt talks to Overwatch game director, Jeff Kaplan about the 'balance triangle' his team uses when thinking about hero design."
How Inside’s levels were designed (Alex Wiltshire / RockPaperShotgun) "Playdead don’t design games in the same way that other studios do. They’re the result of a process where nothing is written down. There’s no script and no design document. No member of the team owns any aspect of what they make and what will go into the final game. Everything is up for change."
Why This Very Queer Strategy Game Downplayed Its Queerness While Crowdfunding (Patrick Klepek / Waypoint) ""Essentially the game comes out to the player—if they notice, and not everybody does," said All Walls Must Fall programmer Isaac Ashdown, who lives in Berlin with his husband. "The fact is that the game isn't really 'about' being queer, but it's set in Berlin nightclubs, and those can be pretty queer spaces.""
These are the developers creating new games for old consoles (Andrew Webster / The Verge) "If you want to play Dustin Long’s most recent game, you’ll need a console that was first released more than 30 years ago. As a young musician in New York, Long found himself drawn to the chiptune scene, where artists craft sounds using classic gaming hardware."
Burn The Bikini Armour: Actionable Tips For Better Character Design (Victoria Smith / Play By Play) " By taking a look at the worst and best of costume design in games - as well as primary sources and the basics of visual design - you can elevate your character designs and create something truly unique. Nobody wants to appear on the Worst Dressed list, so why should your game characters be any different?"
I Paid Women To Play Overwatch With Me, And It Was Fantastic (Cecilia D'Anastasio / Kotaku) "Earlier this week, on Fiverr.com, I selected Biu’s “Basic” package which, in exchange for $5, granted me her company for five Overwatch games. In her profile’s image, a helicopter selfie, Biu is wearing a t-shirt with Zelda’s Link and sticking out her tongue."
Designer Interview: Crafting Flinthook's hookshot wasn't easy (Alex Wiltshire / Gamasutra) "There are many ways to express the concept of throwing out a line from a player character that attaches to a surface, something that’s familiar to many first- and third person 3D games, from Ocarina of Time to Spider-Man 2. But the hookshot is curiously underused in 2D platformers. Tribute Games’ new action platformer, Flinthook, might give some pointers as to why. Not because Flinthook isn’t good. Quite the opposite, in fact."
-------------------
[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 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 Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest.
Lots of interesting links this week - am particularly taken by the article on the tumultous community of Elite: Dangerous, which I thought was far less tumultuous than Star Citizen. (Well, it probably still is.) But it reminded me that when you make a game that's in a state of constant change, you'll get all kinds of views on its artistic direction - especially on the polarized Internet. Which can be tiring, and rough, but isn't a lot of the Internet? 'Til next time...
- Simon, curator.]
-------------------
Giant Sparrow creative director talks about the freaky beautiful haunting of Edith Finch (David Nieves / ComicsBeat) "What Remains of Edith Finch is developer Giant Sparrow’s (published by Annapurna Interactive) follow up to their critically acclaimed debut The Unfinished Swan. While the first game was a unique tale of an orphan boy who navigates a literal blank world by throwing paint everywhere. What Remains of Edith Finch is an eerie beautiful collection of stories about a cursed family house in the Pacific Northwest."
The Occupation and the perils of politics in games (Chris Priestman / Eurogamer) "At 11.36am on March 22nd 2017, White Paper Games announced The Occupation with a trailer and a press release. Set in 1980s north-west England, it's a first-person narrative adventure that follows a journalist caught up in the aftermath of a terrorist attack that left 23 people dead."
Milwaukee's War on 'Pokémon GO' Could Change Tech Forever (Jordan Zakarin / Inverse) "Even now, almost a year later, Sheldon Wasserman sounds surprised when he describes what went down in Milwaukee’s Lake Park last summer. “People are beginning to run across the streets, parking is absolutely overloaded, the police are now ticketing, food trucks are showing up,” the Milwaukee County Supervisor remembers."
Picture in a Frame (Amr Al-Aaser / Medium) "I think a lot about how we frame things... It’s something that feels repeatedly relevant in games, a space where the practice of describing games as “x meets y” or “game x with twist y” is a common format for arriving at an explanation of a title."
Still Logged In: What AR and VR Can Learn from MMOs (Raph Koster / GDC / YouTube) "In this 2017 GDC session, MMO designer Raph Koster talks about the social and ethical implications of turning the real world into a virtual world, and how the lessons of massively multiplayer virtual worlds are more relevant than ever."
Meet the superfans still playing Populous: The Beginning (Oliver Milne / RockPaperShotgun) "So how come there’s still an active group of Populous players keeping the flame alive nearly twenty years later? I got in touch with some of the community’s longest-standing members to find out. [SIMON'S NOTE: this one's a bit old, but had no idea third parties got unofficial matchmaking running for the game.]"
RPG Codex Interview: Julian Gollop on Phoenix Point (Infinitron / RPG Codex) "Phoenix Point uses willpower as a key stat. A character's willpower rating determines initial and maximum will points for a battle. Will points are spent on most special actions and abilities. Will points can be lost through injury, morale effects (such as comrades dying or facing a horrifying monster) and special enemy attacks."
The future is in interactive storytelling (Noah Wardrip-Fruin & Michael Mateas / The Conversation) "Marvel’s new blockbuster, “Guardians of the Galaxy, Vol. 2,” carries audiences through a narrative carefully curated by the film’s creators. That’s also what Telltale’s Guardians-themed game did when it was released in April."
How Zach Gage fine-tuned the difficulty curve of TypeShift (Rollin Bishop / Gamasutra) "TypeShift, the latest game from acclaimed mobile developer Zach Gage, is part crossword, part anagram, and all puzzle. Rather than simply ask a player to solve a single jumbled word, or even several, TypeShift — which is available on iOS and Android — instead asks players to create any number of words out of several tiers of letters until they’ve used every single one."
How Final Fantasy 7 Revolutionized Videogame Marketing and Helped Sony Tackle Nintendo (David L Craddock / Paste) "In late July 1997, Sony Computer Entertainment America buzzed with excitement. SCEA was in possession of Final Fantasy 7’s gold master discs, media containing finalized code. Over the next few weeks, they would undergo mass production—pressed to millions of CD-ROMs, packaged inside jewel cases, and shipped to stores in time for the game’s summer launch across Europe and North America."
The state of Elite Dangerous (Wesley Yin-Poole / Eurogamer) "On 25th April 2017, Cambridge-based developer Frontier released patch notes for its two-and-a-half year-old space game Elite Dangerous. Buried within those patch notes, under the section "General Fixes & Tweaks", was a line that set the game's vociferous community alight: Farmed salt from the community for usage later."
Spaceplan - Based on a Misunderstanding Of Stephen Hawking (Scott Manley / YouTube) "It's a 'make numbers go up' game with a bit of a space theme and potatoes, lots of potatoes, solar masses of tubers."
Classic Game Postmortem: Seaman (Yoot Saito / GDC / YouTube) "In this GDC 2017 Classic Game Postmortem, Yutaka "Yoot" Saito speaks at length about his work creating 'Seaman', a game that left an indelible mark on the fabric of both the game industry and pop culture at large."
What I learned playing "SteamProphet" (Lars Doucet / Gamasutra) "At least 249 indie games have launched on Steam in the past 13 weeks not including VR or F2P games. That's more than 30 games every week, on average. In their first month... 75% made at least $0, 10% made at least $1K-9K, 7.5% made at least $10K-49K, 2% made at least $50K-99K, 5% made at least $100K-999K, Exactly one made > $1M."
Knack 2 is an atonement (Colin Campbell / Polygon) "Knack 2 director Mark Cerny is one of the most accomplished game developers of the last three decades, most especially in platform adventures featuring likable characters. From Marble Madness to Sonic the Hedgehog 2, from Crash Bandicoot to Ratchet & Clank, he's made his mark on a multitude of verdant, primary-hued worlds, where colorful critters boing and bounce."
Game Dev Insight: A Chat with BioWare Cinematics Lead Tal Peleg (Shinobi602 / Shinobi Speaks) "I’m super happy to be able to share a nice chat I had with Tal Peleg, a Cinematics Lead at BioWare. His previous animation work includes a bevy of notable titles such as Mass Effect: Andromeda, Uncharted 4, The Last of Us and Dead Space 2 among others. "
Why is motherhood so poorly portrayed in video games? (Kate Smith / The Guardian) "And games, you may be startled to discover, are not too great at portraying motherhood – though they seem to have fatherhood all figured out. Did you know that once you have a daughter you suddenly become aware that women are people, too? Who could have seen that coming?"
Ten Years Ago, Dead Or Alive Launched The Careers Of The Highest-Paid Women Pro Gamers (Maddy Myers / Kotaku Compete) "Vanessa Arteaga had been playing fighting games since she was a child, long before she became one of the highest-paid women in competitive gaming history—but her tens of thousands in winnings still pale in comparison to the millions that her male peers have made in competitive gaming in the years since."
'Civilization' Creator Sid Meier: "I Didn't Really Expect to be a Game Designer"(Chris Suellentrop / Glixel) "At GDC, Meier talked to Glixel for almost an hour with boyish enthusiasm about what makes Civilization work, why Firaxis turns to a new lead designer with almost every sequel, and that whole thing with having his name on the box."
Jeff Kaplan reveals the Overwatch Balance Triangle (Here's A Thing / Eurogamer / YouTube) "On this week's episode of Here's A Thing, Chris Bratt talks to Overwatch game director, Jeff Kaplan about the 'balance triangle' his team uses when thinking about hero design."
How Inside’s levels were designed (Alex Wiltshire / RockPaperShotgun) "Playdead don’t design games in the same way that other studios do. They’re the result of a process where nothing is written down. There’s no script and no design document. No member of the team owns any aspect of what they make and what will go into the final game. Everything is up for change."
Why This Very Queer Strategy Game Downplayed Its Queerness While Crowdfunding (Patrick Klepek / Waypoint) ""Essentially the game comes out to the player—if they notice, and not everybody does," said All Walls Must Fall programmer Isaac Ashdown, who lives in Berlin with his husband. "The fact is that the game isn't really 'about' being queer, but it's set in Berlin nightclubs, and those can be pretty queer spaces.""
These are the developers creating new games for old consoles (Andrew Webster / The Verge) "If you want to play Dustin Long’s most recent game, you’ll need a console that was first released more than 30 years ago. As a young musician in New York, Long found himself drawn to the chiptune scene, where artists craft sounds using classic gaming hardware."
Burn The Bikini Armour: Actionable Tips For Better Character Design (Victoria Smith / Play By Play) " By taking a look at the worst and best of costume design in games - as well as primary sources and the basics of visual design - you can elevate your character designs and create something truly unique. Nobody wants to appear on the Worst Dressed list, so why should your game characters be any different?"
I Paid Women To Play Overwatch With Me, And It Was Fantastic (Cecilia D'Anastasio / Kotaku) "Earlier this week, on Fiverr.com, I selected Biu’s “Basic” package which, in exchange for $5, granted me her company for five Overwatch games. In her profile’s image, a helicopter selfie, Biu is wearing a t-shirt with Zelda’s Link and sticking out her tongue."
Designer Interview: Crafting Flinthook's hookshot wasn't easy (Alex Wiltshire / Gamasutra) "There are many ways to express the concept of throwing out a line from a player character that attaches to a surface, something that’s familiar to many first- and third person 3D games, from Ocarina of Time to Spider-Man 2. But the hookshot is curiously underused in 2D platformers. Tribute Games’ new action platformer, Flinthook, might give some pointers as to why. Not because Flinthook isn’t good. Quite the opposite, in fact."
-------------------
[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 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 Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest.
Lots of interesting links this week - am particularly taken by the article on the tumultous community of Elite: Dangerous, which I thought was far less tumultuous than Star Citizen. (Well, it probably still is.) But it reminded me that when you make a game that's in a state of constant change, you'll get all kinds of views on its artistic direction - especially on the polarized Internet. Which can be tiring, and rough, but isn't a lot of the Internet? 'Til next time...
- Simon, curator.]
-------------------
Giant Sparrow creative director talks about the freaky beautiful haunting of Edith Finch (David Nieves / ComicsBeat) "What Remains of Edith Finch is developer Giant Sparrow’s (published by Annapurna Interactive) follow up to their critically acclaimed debut The Unfinished Swan. While the first game was a unique tale of an orphan boy who navigates a literal blank world by throwing paint everywhere. What Remains of Edith Finch is an eerie beautiful collection of stories about a cursed family house in the Pacific Northwest."
The Occupation and the perils of politics in games (Chris Priestman / Eurogamer) "At 11.36am on March 22nd 2017, White Paper Games announced The Occupation with a trailer and a press release. Set in 1980s north-west England, it's a first-person narrative adventure that follows a journalist caught up in the aftermath of a terrorist attack that left 23 people dead."
Milwaukee's War on 'Pokémon GO' Could Change Tech Forever (Jordan Zakarin / Inverse) "Even now, almost a year later, Sheldon Wasserman sounds surprised when he describes what went down in Milwaukee’s Lake Park last summer. “People are beginning to run across the streets, parking is absolutely overloaded, the police are now ticketing, food trucks are showing up,” the Milwaukee County Supervisor remembers."
Picture in a Frame (Amr Al-Aaser / Medium) "I think a lot about how we frame things... It’s something that feels repeatedly relevant in games, a space where the practice of describing games as “x meets y” or “game x with twist y” is a common format for arriving at an explanation of a title."
Still Logged In: What AR and VR Can Learn from MMOs (Raph Koster / GDC / YouTube) "In this 2017 GDC session, MMO designer Raph Koster talks about the social and ethical implications of turning the real world into a virtual world, and how the lessons of massively multiplayer virtual worlds are more relevant than ever."
Meet the superfans still playing Populous: The Beginning (Oliver Milne / RockPaperShotgun) "So how come there’s still an active group of Populous players keeping the flame alive nearly twenty years later? I got in touch with some of the community’s longest-standing members to find out. [SIMON'S NOTE: this one's a bit old, but had no idea third parties got unofficial matchmaking running for the game.]"
RPG Codex Interview: Julian Gollop on Phoenix Point (Infinitron / RPG Codex) "Phoenix Point uses willpower as a key stat. A character's willpower rating determines initial and maximum will points for a battle. Will points are spent on most special actions and abilities. Will points can be lost through injury, morale effects (such as comrades dying or facing a horrifying monster) and special enemy attacks."
The future is in interactive storytelling (Noah Wardrip-Fruin & Michael Mateas / The Conversation) "Marvel’s new blockbuster, “Guardians of the Galaxy, Vol. 2,” carries audiences through a narrative carefully curated by the film’s creators. That’s also what Telltale’s Guardians-themed game did when it was released in April."
How Zach Gage fine-tuned the difficulty curve of TypeShift (Rollin Bishop / Gamasutra) "TypeShift, the latest game from acclaimed mobile developer Zach Gage, is part crossword, part anagram, and all puzzle. Rather than simply ask a player to solve a single jumbled word, or even several, TypeShift — which is available on iOS and Android — instead asks players to create any number of words out of several tiers of letters until they’ve used every single one."
How Final Fantasy 7 Revolutionized Videogame Marketing and Helped Sony Tackle Nintendo (David L Craddock / Paste) "In late July 1997, Sony Computer Entertainment America buzzed with excitement. SCEA was in possession of Final Fantasy 7’s gold master discs, media containing finalized code. Over the next few weeks, they would undergo mass production—pressed to millions of CD-ROMs, packaged inside jewel cases, and shipped to stores in time for the game’s summer launch across Europe and North America."
The state of Elite Dangerous (Wesley Yin-Poole / Eurogamer) "On 25th April 2017, Cambridge-based developer Frontier released patch notes for its two-and-a-half year-old space game Elite Dangerous. Buried within those patch notes, under the section "General Fixes & Tweaks", was a line that set the game's vociferous community alight: Farmed salt from the community for usage later."
Spaceplan - Based on a Misunderstanding Of Stephen Hawking (Scott Manley / YouTube) "It's a 'make numbers go up' game with a bit of a space theme and potatoes, lots of potatoes, solar masses of tubers."
Classic Game Postmortem: Seaman (Yoot Saito / GDC / YouTube) "In this GDC 2017 Classic Game Postmortem, Yutaka "Yoot" Saito speaks at length about his work creating 'Seaman', a game that left an indelible mark on the fabric of both the game industry and pop culture at large."
What I learned playing "SteamProphet" (Lars Doucet / Gamasutra) "At least 249 indie games have launched on Steam in the past 13 weeks not including VR or F2P games. That's more than 30 games every week, on average. In their first month... 75% made at least $0, 10% made at least $1K-9K, 7.5% made at least $10K-49K, 2% made at least $50K-99K, 5% made at least $100K-999K, Exactly one made > $1M."
Knack 2 is an atonement (Colin Campbell / Polygon) "Knack 2 director Mark Cerny is one of the most accomplished game developers of the last three decades, most especially in platform adventures featuring likable characters. From Marble Madness to Sonic the Hedgehog 2, from Crash Bandicoot to Ratchet & Clank, he's made his mark on a multitude of verdant, primary-hued worlds, where colorful critters boing and bounce."
Game Dev Insight: A Chat with BioWare Cinematics Lead Tal Peleg (Shinobi602 / Shinobi Speaks) "I’m super happy to be able to share a nice chat I had with Tal Peleg, a Cinematics Lead at BioWare. His previous animation work includes a bevy of notable titles such as Mass Effect: Andromeda, Uncharted 4, The Last of Us and Dead Space 2 among others. "
Why is motherhood so poorly portrayed in video games? (Kate Smith / The Guardian) "And games, you may be startled to discover, are not too great at portraying motherhood – though they seem to have fatherhood all figured out. Did you know that once you have a daughter you suddenly become aware that women are people, too? Who could have seen that coming?"
Ten Years Ago, Dead Or Alive Launched The Careers Of The Highest-Paid Women Pro Gamers (Maddy Myers / Kotaku Compete) "Vanessa Arteaga had been playing fighting games since she was a child, long before she became one of the highest-paid women in competitive gaming history—but her tens of thousands in winnings still pale in comparison to the millions that her male peers have made in competitive gaming in the years since."
'Civilization' Creator Sid Meier: "I Didn't Really Expect to be a Game Designer"(Chris Suellentrop / Glixel) "At GDC, Meier talked to Glixel for almost an hour with boyish enthusiasm about what makes Civilization work, why Firaxis turns to a new lead designer with almost every sequel, and that whole thing with having his name on the box."
Jeff Kaplan reveals the Overwatch Balance Triangle (Here's A Thing / Eurogamer / YouTube) "On this week's episode of Here's A Thing, Chris Bratt talks to Overwatch game director, Jeff Kaplan about the 'balance triangle' his team uses when thinking about hero design."
How Inside’s levels were designed (Alex Wiltshire / RockPaperShotgun) "Playdead don’t design games in the same way that other studios do. They’re the result of a process where nothing is written down. There’s no script and no design document. No member of the team owns any aspect of what they make and what will go into the final game. Everything is up for change."
Why This Very Queer Strategy Game Downplayed Its Queerness While Crowdfunding (Patrick Klepek / Waypoint) ""Essentially the game comes out to the player—if they notice, and not everybody does," said All Walls Must Fall programmer Isaac Ashdown, who lives in Berlin with his husband. "The fact is that the game isn't really 'about' being queer, but it's set in Berlin nightclubs, and those can be pretty queer spaces.""
These are the developers creating new games for old consoles (Andrew Webster / The Verge) "If you want to play Dustin Long’s most recent game, you’ll need a console that was first released more than 30 years ago. As a young musician in New York, Long found himself drawn to the chiptune scene, where artists craft sounds using classic gaming hardware."
Burn The Bikini Armour: Actionable Tips For Better Character Design (Victoria Smith / Play By Play) " By taking a look at the worst and best of costume design in games - as well as primary sources and the basics of visual design - you can elevate your character designs and create something truly unique. Nobody wants to appear on the Worst Dressed list, so why should your game characters be any different?"
I Paid Women To Play Overwatch With Me, And It Was Fantastic (Cecilia D'Anastasio / Kotaku) "Earlier this week, on Fiverr.com, I selected Biu’s “Basic” package which, in exchange for $5, granted me her company for five Overwatch games. In her profile’s image, a helicopter selfie, Biu is wearing a t-shirt with Zelda’s Link and sticking out her tongue."
Designer Interview: Crafting Flinthook's hookshot wasn't easy (Alex Wiltshire / Gamasutra) "There are many ways to express the concept of throwing out a line from a player character that attaches to a surface, something that’s familiar to many first- and third person 3D games, from Ocarina of Time to Spider-Man 2. But the hookshot is curiously underused in 2D platformers. Tribute Games’ new action platformer, Flinthook, might give some pointers as to why. Not because Flinthook isn’t good. Quite the opposite, in fact."
-------------------
[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 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 the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.
I also comment on this below, but the rise of 'creators making interesting content about their own games, especially in video form' is something I'm really starting to note and enjoy. (This week - Hearthstone, Runescape, Horizon: Zero Dawn, & more.) This makes sense, especially since some of these games make a lot of money and third-party options for making money covering those titles are way trickier.
Obviously, there's mixed feelings about this - is the only way you can cover games in-depth in the future as part of an embedded team funded by the game's creators? But there are also counter-examples like the excellent Spelunky making-of video posted by Danny O'Dwyer's Noclip below. So maybe a mix of sources will be just fine, absolutists out there! Until next week...
Simon, curator.]
-------------------
With Scorpio rising, Phil Spencer looks to the future of Xbox (Alex Wawro / Gamasutra) "Here then is a rundown (edited for clarity) of our conversation with Spencer about everything from Microsoft's VR plans to the future of the game console business, and how Project Scorpio represents an attempt at "learning from some of our PC heritage.""
The Runescape Documentary - 15 Years Of Runescape (Jagex / Runescape / YouTube) "[SIMON'S NOTE: good to see companies documenting their own history, even with the inherent rose-tinted glasses that might bring in - we still get SOME good historical context.]"
Tim Schafer Talks Shyness, Comebacks and Being Asked Not to Touch George Lucas (Chris Suellentrop / Glixel) "During an hourlong conversation, Schafer talked to Glixel about his reputation as a project manager at LucasArts, his career-long fight for creative independence, and the troubled development of Psychonauts, followed by the game's remarkable staying power."
A Chat With a Live Streamer is Yours, For A Price (Laura Parker / New York Times) "Andre Rebelo, a 24-year-old YouTube streamer from Vancouver, British Columbia, live-streamed himself playing the game Grand Theft Auto V on his YouTube channel, Typical Gamer, in mid-January. This time, he added something different for his audience."
Building Non-Linear Narratives in Horizon: Zero Dawn (Leszek Szczepanski / GDC / YouTube) "In this 2017 session, Guerrilla Games' Leszek Szczepanski explains how Guerrilla Games tackled sidequests and open-world activities in Horizon: Zero Dawn, by creating a quest system which has non-linearity at its base."
From GoldenEye To Yooka-Laylee: Grant Kirkhope Reflects On His Career (Zak Wojnar / Game Informer) "If you’ve been a gamer for any length of time, Grant Kirkhope’s tunes have probably been stuck in your head at some point. His music defined some of the Nintendo 64’s greatest games, such as GoldenEye and Banjo-Kazooie – the latter being the direct inspiration for his latest project, Playtonic’s Yooka-Laylee."
The Making of Samurai Shodown (James Mielke / Polygon) "With SNK in a bit of a revival at the moment, we went on a quest to track down some of the original Samurai gumi team members and learn more about the origins of the Samurai Shodown series. A chance conversation at Tokyo Game Show 2016 put us in touch with Yasushi Adachi, the original series creator."
Ironsights: A Big Buck Hunter Mini-Documentary (Twitch Creative / Twitch) "The 22-minute story follows Sara Erlandson, Wisconsin bar owner turned Big Buck phenom and Twitch streamer, as she travels from her hometown of Beldenville to the World Championship in Austin, Texas."
The Socialist Surrealist Oikospiel Has a Wild Vision for the Future of Videogame Labor (Daniel Fries / Paste) "Oikospiel, the new experimental game from David Kanaga and Ferdinand Ramallo, wants to make sure you’re paying attention. It doesn’t want you to get wrapped up in its story or relax and have fun playing a game. It’s constantly trying to jar you out of any trance or flow state."
Everything I Said Was Wrong: Why Indie Is Different Now (Liz England, Lisa Brown, Rami Ismail / GDC / YouTube) "In this 2017 GDC session, Ubisoft's Liz England, indie designer Lisa Brown, and Vlambeer co-founder Rami Ismail break down why some of their older advice for starting indie developers hasn't held up, how they'd update that advice, and how developers can better think about giving advice to each other and interpret advice."
Snake Pass and the unexplored territory of the game controller (Philippa Warr / RockPaperShotgun) "The way the input feels is intended to be a part of the whole experience – to the point where Liese was lobbying to ship without a mouse and keyboard option at one point because they hadn’t found one which adequately expressed the same physical elements of playing."
Clark Tank plays: Northgard! (Brace Yourself Games / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: Love Ryan's Twitch stream, and this is an experimental edited-down version of a recent stream, xposted to YouTube.]"
Doom (2016): To Hell and Back (David Craddock / Shacknews) "Marty Stratton knew a good sound when he heard it. He had studied commercial music composition at University of Denver and, with bachelor degree in hand, had headed out west in 1995 determined to land a job in the entertainment industry. [SIMON'S NOTE: this is a GIGANTIC, almost book-length piece, and very well done.]"
The stray dogs of The Silver Case (Gareth Damian Martin / Eurogamer) "For Goichi Suda, those murders would begin a fascination with grotesque crimes that would reappear throughout his career. He was still at developer Human Entertainment at the time, but only a year later, Suda, eager to pursue new ideas, set up his own studio: Grasshopper Manufacture."
Behind the Card | Amara: Warden of Hope (Blizzard / YouTube) "Peek behind the curtains to see what went into creating the cards Awaken the Makers and Amara, Warden of Hope. [SIMON'S NOTE: more deep dive content created by the team making the game - in this case Hearthstone!]"
The first decade of augmented reality (Ben Evans / Ben-Evans.com) "In February 2006, Jeff Han gave a demo of an experimental 'multitouch' interface, as a 'TED' talk. I've embedded the video below. Watching this today, the things he shows seems pretty banal - every $50 Android phone does this! - and yet the audience, mostly relatively sophisticated and tech-focused people, gasps and applauds."
How emergent AI encounters can be beautiful in The Signal from Tolva (Bryant Francis / Gamasutra) "The Signal from Tolva, which comes from the creators of Sir, You Are Being Hunted, is yet another game about science-fiction robots from UK developer Big Robot. And while creative director Jim Rossignol told us yesterday on the Gamasutra Twitch Channel that’s partly because it’s easier to animate beings that don’t have facial animations, he also said it’s because there’s something beautiful about what happens when you program groups of A.I to have their own missions. [SIMON'S NOTE: we're doing a lot more live Twitch chats with devs recently on Gamasutra - here's a good example!]
From hacker to Valve and back again (Brian Crecente / Polygon) "Before co-founding her own augmented reality headset company, Jeri Ellsworth was a technology chameleon, finding niches in electronics and mechanics, mastering them and helping redefine how they worked."
Horizon Zero Dawn - Neil Druckmann Interviews Hermen Hulst (PlayStation / YouTube) "Naughty Dog's Neil Druckmann sat down with Guerrilla Games managing director Hermen Hulst to discuss the studio's shift away from Killzone, and the long process of bringing Horizon Zero Dawn to life."
Gaming under socialism (Paolo Pedercini / Molleindustria) "But the question of what gaming would look like in a socialist world has haunted me for days. Not only because I’m a leftist and I care about games, but because of how it relates to many crucial issues of 21st century radicalism. [SIMON'S NOTE: so Ivory Tower it hurts, but thought-provoking, fo sho.]"
How Steam brought shmups out of arcades and into a new PC renaissance (Matt Paprocki / PC Gamer) "How Steam and passionate fans pulled shoot-em-ups out of exile in Japanese arcades and back into the limelight."
How Ninja Theory's Canceled Co-op Game Led To Hellblade's Bold Future (Ben Hanson / Game Informer) "With our new cover story on Hellblade: Senua's Sacrifice, we've shown off plenty of gameplay footage from Ninja Theory's game. Today, the game's creative director Tameem Antoniades explains more about how the talented studio arrived where they are today. [SIMON'S NOTE: good honest video interview with Antoniades here on 'the space between AAA and indie'.]"
Searching for the truth of a fake world at EVE Fanfest (Adam Smith / RockPaperShotgun) "Like many EVE players, he’d come to Fanfest, a gathering of hundreds of players, devs and press in Iceland, to represent his in-game character. People wear the insignia of their corporations and alliances, and chant those same names at presentations and pubs. As a spectacle, it’s fascinating, but it’s also confusing."
Spelunky - Noclip Documentary (Danny O'Dwyer / Noclip / YouTube) "For almost a decade players have gleefully explored Spelunky's refined brand of player discovery and emergent gameplay. In this documentary, we talk to the game's creators about building the rules of its procedurally generated worlds."
-------------------
[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 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 the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.
I also comment on this below, but the rise of 'creators making interesting content about their own games, especially in video form' is something I'm really starting to note and enjoy. (This week - Hearthstone, Runescape, Horizon: Zero Dawn, & more.) This makes sense, especially since some of these games make a lot of money and third-party options for making money covering those titles are way trickier.
Obviously, there's mixed feelings about this - is the only way you can cover games in-depth in the future as part of an embedded team funded by the game's creators? But there are also counter-examples like the excellent Spelunky making-of video posted by Danny O'Dwyer's Noclip below. So maybe a mix of sources will be just fine, absolutists out there! Until next week...
Simon, curator.]
-------------------
With Scorpio rising, Phil Spencer looks to the future of Xbox (Alex Wawro / Gamasutra) "Here then is a rundown (edited for clarity) of our conversation with Spencer about everything from Microsoft's VR plans to the future of the game console business, and how Project Scorpio represents an attempt at "learning from some of our PC heritage.""
The Runescape Documentary - 15 Years Of Runescape (Jagex / Runescape / YouTube) "[SIMON'S NOTE: good to see companies documenting their own history, even with the inherent rose-tinted glasses that might bring in - we still get SOME good historical context.]"
Tim Schafer Talks Shyness, Comebacks and Being Asked Not to Touch George Lucas (Chris Suellentrop / Glixel) "During an hourlong conversation, Schafer talked to Glixel about his reputation as a project manager at LucasArts, his career-long fight for creative independence, and the troubled development of Psychonauts, followed by the game's remarkable staying power."
A Chat With a Live Streamer is Yours, For A Price (Laura Parker / New York Times) "Andre Rebelo, a 24-year-old YouTube streamer from Vancouver, British Columbia, live-streamed himself playing the game Grand Theft Auto V on his YouTube channel, Typical Gamer, in mid-January. This time, he added something different for his audience."
Building Non-Linear Narratives in Horizon: Zero Dawn (Leszek Szczepanski / GDC / YouTube) "In this 2017 session, Guerrilla Games' Leszek Szczepanski explains how Guerrilla Games tackled sidequests and open-world activities in Horizon: Zero Dawn, by creating a quest system which has non-linearity at its base."
From GoldenEye To Yooka-Laylee: Grant Kirkhope Reflects On His Career (Zak Wojnar / Game Informer) "If you’ve been a gamer for any length of time, Grant Kirkhope’s tunes have probably been stuck in your head at some point. His music defined some of the Nintendo 64’s greatest games, such as GoldenEye and Banjo-Kazooie – the latter being the direct inspiration for his latest project, Playtonic’s Yooka-Laylee."
The Making of Samurai Shodown (James Mielke / Polygon) "With SNK in a bit of a revival at the moment, we went on a quest to track down some of the original Samurai gumi team members and learn more about the origins of the Samurai Shodown series. A chance conversation at Tokyo Game Show 2016 put us in touch with Yasushi Adachi, the original series creator."
Ironsights: A Big Buck Hunter Mini-Documentary (Twitch Creative / Twitch) "The 22-minute story follows Sara Erlandson, Wisconsin bar owner turned Big Buck phenom and Twitch streamer, as she travels from her hometown of Beldenville to the World Championship in Austin, Texas."
The Socialist Surrealist Oikospiel Has a Wild Vision for the Future of Videogame Labor (Daniel Fries / Paste) "Oikospiel, the new experimental game from David Kanaga and Ferdinand Ramallo, wants to make sure you’re paying attention. It doesn’t want you to get wrapped up in its story or relax and have fun playing a game. It’s constantly trying to jar you out of any trance or flow state."
Everything I Said Was Wrong: Why Indie Is Different Now (Liz England, Lisa Brown, Rami Ismail / GDC / YouTube) "In this 2017 GDC session, Ubisoft's Liz England, indie designer Lisa Brown, and Vlambeer co-founder Rami Ismail break down why some of their older advice for starting indie developers hasn't held up, how they'd update that advice, and how developers can better think about giving advice to each other and interpret advice."
Snake Pass and the unexplored territory of the game controller (Philippa Warr / RockPaperShotgun) "The way the input feels is intended to be a part of the whole experience – to the point where Liese was lobbying to ship without a mouse and keyboard option at one point because they hadn’t found one which adequately expressed the same physical elements of playing."
Clark Tank plays: Northgard! (Brace Yourself Games / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: Love Ryan's Twitch stream, and this is an experimental edited-down version of a recent stream, xposted to YouTube.]"
Doom (2016): To Hell and Back (David Craddock / Shacknews) "Marty Stratton knew a good sound when he heard it. He had studied commercial music composition at University of Denver and, with bachelor degree in hand, had headed out west in 1995 determined to land a job in the entertainment industry. [SIMON'S NOTE: this is a GIGANTIC, almost book-length piece, and very well done.]"
The stray dogs of The Silver Case (Gareth Damian Martin / Eurogamer) "For Goichi Suda, those murders would begin a fascination with grotesque crimes that would reappear throughout his career. He was still at developer Human Entertainment at the time, but only a year later, Suda, eager to pursue new ideas, set up his own studio: Grasshopper Manufacture."
Behind the Card | Amara: Warden of Hope (Blizzard / YouTube) "Peek behind the curtains to see what went into creating the cards Awaken the Makers and Amara, Warden of Hope. [SIMON'S NOTE: more deep dive content created by the team making the game - in this case Hearthstone!]"
The first decade of augmented reality (Ben Evans / Ben-Evans.com) "In February 2006, Jeff Han gave a demo of an experimental 'multitouch' interface, as a 'TED' talk. I've embedded the video below. Watching this today, the things he shows seems pretty banal - every $50 Android phone does this! - and yet the audience, mostly relatively sophisticated and tech-focused people, gasps and applauds."
How emergent AI encounters can be beautiful in The Signal from Tolva (Bryant Francis / Gamasutra) "The Signal from Tolva, which comes from the creators of Sir, You Are Being Hunted, is yet another game about science-fiction robots from UK developer Big Robot. And while creative director Jim Rossignol told us yesterday on the Gamasutra Twitch Channel that’s partly because it’s easier to animate beings that don’t have facial animations, he also said it’s because there’s something beautiful about what happens when you program groups of A.I to have their own missions. [SIMON'S NOTE: we're doing a lot more live Twitch chats with devs recently on Gamasutra - here's a good example!]
From hacker to Valve and back again (Brian Crecente / Polygon) "Before co-founding her own augmented reality headset company, Jeri Ellsworth was a technology chameleon, finding niches in electronics and mechanics, mastering them and helping redefine how they worked."
Horizon Zero Dawn - Neil Druckmann Interviews Hermen Hulst (PlayStation / YouTube) "Naughty Dog's Neil Druckmann sat down with Guerrilla Games managing director Hermen Hulst to discuss the studio's shift away from Killzone, and the long process of bringing Horizon Zero Dawn to life."
Gaming under socialism (Paolo Pedercini / Molleindustria) "But the question of what gaming would look like in a socialist world has haunted me for days. Not only because I’m a leftist and I care about games, but because of how it relates to many crucial issues of 21st century radicalism. [SIMON'S NOTE: so Ivory Tower it hurts, but thought-provoking, fo sho.]"
How Steam brought shmups out of arcades and into a new PC renaissance (Matt Paprocki / PC Gamer) "How Steam and passionate fans pulled shoot-em-ups out of exile in Japanese arcades and back into the limelight."
How Ninja Theory's Canceled Co-op Game Led To Hellblade's Bold Future (Ben Hanson / Game Informer) "With our new cover story on Hellblade: Senua's Sacrifice, we've shown off plenty of gameplay footage from Ninja Theory's game. Today, the game's creative director Tameem Antoniades explains more about how the talented studio arrived where they are today. [SIMON'S NOTE: good honest video interview with Antoniades here on 'the space between AAA and indie'.]"
Searching for the truth of a fake world at EVE Fanfest (Adam Smith / RockPaperShotgun) "Like many EVE players, he’d come to Fanfest, a gathering of hundreds of players, devs and press in Iceland, to represent his in-game character. People wear the insignia of their corporations and alliances, and chant those same names at presentations and pubs. As a spectacle, it’s fascinating, but it’s also confusing."
Spelunky - Noclip Documentary (Danny O'Dwyer / Noclip / YouTube) "For almost a decade players have gleefully explored Spelunky's refined brand of player discovery and emergent gameplay. In this documentary, we talk to the game's creators about building the rules of its procedurally generated worlds."
-------------------
[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 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 the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.
I also comment on this below, but the rise of 'creators making interesting content about their own games, especially in video form' is something I'm really starting to note and enjoy. (This week - Hearthstone, Runescape, Horizon: Zero Dawn, & more.) This makes sense, especially since some of these games make a lot of money and third-party options for making money covering those titles are way trickier.
Obviously, there's mixed feelings about this - is the only way you can cover games in-depth in the future as part of an embedded team funded by the game's creators? But there are also counter-examples like the excellent Spelunky making-of video posted by Danny O'Dwyer's Noclip below. So maybe a mix of sources will be just fine, absolutists out there! Until next week...
Simon, curator.]
-------------------
With Scorpio rising, Phil Spencer looks to the future of Xbox (Alex Wawro / Gamasutra) "Here then is a rundown (edited for clarity) of our conversation with Spencer about everything from Microsoft's VR plans to the future of the game console business, and how Project Scorpio represents an attempt at "learning from some of our PC heritage.""
The Runescape Documentary - 15 Years Of Runescape (Jagex / Runescape / YouTube) "[SIMON'S NOTE: good to see companies documenting their own history, even with the inherent rose-tinted glasses that might bring in - we still get SOME good historical context.]"
Tim Schafer Talks Shyness, Comebacks and Being Asked Not to Touch George Lucas (Chris Suellentrop / Glixel) "During an hourlong conversation, Schafer talked to Glixel about his reputation as a project manager at LucasArts, his career-long fight for creative independence, and the troubled development of Psychonauts, followed by the game's remarkable staying power."
A Chat With a Live Streamer is Yours, For A Price (Laura Parker / New York Times) "Andre Rebelo, a 24-year-old YouTube streamer from Vancouver, British Columbia, live-streamed himself playing the game Grand Theft Auto V on his YouTube channel, Typical Gamer, in mid-January. This time, he added something different for his audience."
Building Non-Linear Narratives in Horizon: Zero Dawn (Leszek Szczepanski / GDC / YouTube) "In this 2017 session, Guerrilla Games' Leszek Szczepanski explains how Guerrilla Games tackled sidequests and open-world activities in Horizon: Zero Dawn, by creating a quest system which has non-linearity at its base."
From GoldenEye To Yooka-Laylee: Grant Kirkhope Reflects On His Career (Zak Wojnar / Game Informer) "If you’ve been a gamer for any length of time, Grant Kirkhope’s tunes have probably been stuck in your head at some point. His music defined some of the Nintendo 64’s greatest games, such as GoldenEye and Banjo-Kazooie – the latter being the direct inspiration for his latest project, Playtonic’s Yooka-Laylee."
The Making of Samurai Shodown (James Mielke / Polygon) "With SNK in a bit of a revival at the moment, we went on a quest to track down some of the original Samurai gumi team members and learn more about the origins of the Samurai Shodown series. A chance conversation at Tokyo Game Show 2016 put us in touch with Yasushi Adachi, the original series creator."
Ironsights: A Big Buck Hunter Mini-Documentary (Twitch Creative / Twitch) "The 22-minute story follows Sara Erlandson, Wisconsin bar owner turned Big Buck phenom and Twitch streamer, as she travels from her hometown of Beldenville to the World Championship in Austin, Texas."
The Socialist Surrealist Oikospiel Has a Wild Vision for the Future of Videogame Labor (Daniel Fries / Paste) "Oikospiel, the new experimental game from David Kanaga and Ferdinand Ramallo, wants to make sure you’re paying attention. It doesn’t want you to get wrapped up in its story or relax and have fun playing a game. It’s constantly trying to jar you out of any trance or flow state."
Everything I Said Was Wrong: Why Indie Is Different Now (Liz England, Lisa Brown, Rami Ismail / GDC / YouTube) "In this 2017 GDC session, Ubisoft's Liz England, indie designer Lisa Brown, and Vlambeer co-founder Rami Ismail break down why some of their older advice for starting indie developers hasn't held up, how they'd update that advice, and how developers can better think about giving advice to each other and interpret advice."
Snake Pass and the unexplored territory of the game controller (Philippa Warr / RockPaperShotgun) "The way the input feels is intended to be a part of the whole experience – to the point where Liese was lobbying to ship without a mouse and keyboard option at one point because they hadn’t found one which adequately expressed the same physical elements of playing."
Clark Tank plays: Northgard! (Brace Yourself Games / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: Love Ryan's Twitch stream, and this is an experimental edited-down version of a recent stream, xposted to YouTube.]"
Doom (2016): To Hell and Back (David Craddock / Shacknews) "Marty Stratton knew a good sound when he heard it. He had studied commercial music composition at University of Denver and, with bachelor degree in hand, had headed out west in 1995 determined to land a job in the entertainment industry. [SIMON'S NOTE: this is a GIGANTIC, almost book-length piece, and very well done.]"
The stray dogs of The Silver Case (Gareth Damian Martin / Eurogamer) "For Goichi Suda, those murders would begin a fascination with grotesque crimes that would reappear throughout his career. He was still at developer Human Entertainment at the time, but only a year later, Suda, eager to pursue new ideas, set up his own studio: Grasshopper Manufacture."
Behind the Card | Amara: Warden of Hope (Blizzard / YouTube) "Peek behind the curtains to see what went into creating the cards Awaken the Makers and Amara, Warden of Hope. [SIMON'S NOTE: more deep dive content created by the team making the game - in this case Hearthstone!]"
The first decade of augmented reality (Ben Evans / Ben-Evans.com) "In February 2006, Jeff Han gave a demo of an experimental 'multitouch' interface, as a 'TED' talk. I've embedded the video below. Watching this today, the things he shows seems pretty banal - every $50 Android phone does this! - and yet the audience, mostly relatively sophisticated and tech-focused people, gasps and applauds."
How emergent AI encounters can be beautiful in The Signal from Tolva (Bryant Francis / Gamasutra) "The Signal from Tolva, which comes from the creators of Sir, You Are Being Hunted, is yet another game about science-fiction robots from UK developer Big Robot. And while creative director Jim Rossignol told us yesterday on the Gamasutra Twitch Channel that’s partly because it’s easier to animate beings that don’t have facial animations, he also said it’s because there’s something beautiful about what happens when you program groups of A.I to have their own missions. [SIMON'S NOTE: we're doing a lot more live Twitch chats with devs recently on Gamasutra - here's a good example!]
From hacker to Valve and back again (Brian Crecente / Polygon) "Before co-founding her own augmented reality headset company, Jeri Ellsworth was a technology chameleon, finding niches in electronics and mechanics, mastering them and helping redefine how they worked."
Horizon Zero Dawn - Neil Druckmann Interviews Hermen Hulst (PlayStation / YouTube) "Naughty Dog's Neil Druckmann sat down with Guerrilla Games managing director Hermen Hulst to discuss the studio's shift away from Killzone, and the long process of bringing Horizon Zero Dawn to life."
Gaming under socialism (Paolo Pedercini / Molleindustria) "But the question of what gaming would look like in a socialist world has haunted me for days. Not only because I’m a leftist and I care about games, but because of how it relates to many crucial issues of 21st century radicalism. [SIMON'S NOTE: so Ivory Tower it hurts, but thought-provoking, fo sho.]"
How Steam brought shmups out of arcades and into a new PC renaissance (Matt Paprocki / PC Gamer) "How Steam and passionate fans pulled shoot-em-ups out of exile in Japanese arcades and back into the limelight."
How Ninja Theory's Canceled Co-op Game Led To Hellblade's Bold Future (Ben Hanson / Game Informer) "With our new cover story on Hellblade: Senua's Sacrifice, we've shown off plenty of gameplay footage from Ninja Theory's game. Today, the game's creative director Tameem Antoniades explains more about how the talented studio arrived where they are today. [SIMON'S NOTE: good honest video interview with Antoniades here on 'the space between AAA and indie'.]"
Searching for the truth of a fake world at EVE Fanfest (Adam Smith / RockPaperShotgun) "Like many EVE players, he’d come to Fanfest, a gathering of hundreds of players, devs and press in Iceland, to represent his in-game character. People wear the insignia of their corporations and alliances, and chant those same names at presentations and pubs. As a spectacle, it’s fascinating, but it’s also confusing."
Spelunky - Noclip Documentary (Danny O'Dwyer / Noclip / YouTube) "For almost a decade players have gleefully explored Spelunky's refined brand of player discovery and emergent gameplay. In this documentary, we talk to the game's creators about building the rules of its procedurally generated worlds."
-------------------
[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 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 the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.
I also comment on this below, but the rise of 'creators making interesting content about their own games, especially in video form' is something I'm really starting to note and enjoy. (This week - Hearthstone, Runescape, Horizon: Zero Dawn, & more.) This makes sense, especially since some of these games make a lot of money and third-party options for making money covering those titles are way trickier.
Obviously, there's mixed feelings about this - is the only way you can cover games in-depth in the future as part of an embedded team funded by the game's creators? But there are also counter-examples like the excellent Spelunky making-of video posted by Danny O'Dwyer's Noclip below. So maybe a mix of sources will be just fine, absolutists out there! Until next week...
Simon, curator.]
-------------------
With Scorpio rising, Phil Spencer looks to the future of Xbox (Alex Wawro / Gamasutra) "Here then is a rundown (edited for clarity) of our conversation with Spencer about everything from Microsoft's VR plans to the future of the game console business, and how Project Scorpio represents an attempt at "learning from some of our PC heritage.""
The Runescape Documentary - 15 Years Of Runescape (Jagex / Runescape / YouTube) "[SIMON'S NOTE: good to see companies documenting their own history, even with the inherent rose-tinted glasses that might bring in - we still get SOME good historical context.]"
Tim Schafer Talks Shyness, Comebacks and Being Asked Not to Touch George Lucas (Chris Suellentrop / Glixel) "During an hourlong conversation, Schafer talked to Glixel about his reputation as a project manager at LucasArts, his career-long fight for creative independence, and the troubled development of Psychonauts, followed by the game's remarkable staying power."
A Chat With a Live Streamer is Yours, For A Price (Laura Parker / New York Times) "Andre Rebelo, a 24-year-old YouTube streamer from Vancouver, British Columbia, live-streamed himself playing the game Grand Theft Auto V on his YouTube channel, Typical Gamer, in mid-January. This time, he added something different for his audience."
Building Non-Linear Narratives in Horizon: Zero Dawn (Leszek Szczepanski / GDC / YouTube) "In this 2017 session, Guerrilla Games' Leszek Szczepanski explains how Guerrilla Games tackled sidequests and open-world activities in Horizon: Zero Dawn, by creating a quest system which has non-linearity at its base."
From GoldenEye To Yooka-Laylee: Grant Kirkhope Reflects On His Career (Zak Wojnar / Game Informer) "If you’ve been a gamer for any length of time, Grant Kirkhope’s tunes have probably been stuck in your head at some point. His music defined some of the Nintendo 64’s greatest games, such as GoldenEye and Banjo-Kazooie – the latter being the direct inspiration for his latest project, Playtonic’s Yooka-Laylee."
The Making of Samurai Shodown (James Mielke / Polygon) "With SNK in a bit of a revival at the moment, we went on a quest to track down some of the original Samurai gumi team members and learn more about the origins of the Samurai Shodown series. A chance conversation at Tokyo Game Show 2016 put us in touch with Yasushi Adachi, the original series creator."
Ironsights: A Big Buck Hunter Mini-Documentary (Twitch Creative / Twitch) "The 22-minute story follows Sara Erlandson, Wisconsin bar owner turned Big Buck phenom and Twitch streamer, as she travels from her hometown of Beldenville to the World Championship in Austin, Texas."
The Socialist Surrealist Oikospiel Has a Wild Vision for the Future of Videogame Labor (Daniel Fries / Paste) "Oikospiel, the new experimental game from David Kanaga and Ferdinand Ramallo, wants to make sure you’re paying attention. It doesn’t want you to get wrapped up in its story or relax and have fun playing a game. It’s constantly trying to jar you out of any trance or flow state."
Everything I Said Was Wrong: Why Indie Is Different Now (Liz England, Lisa Brown, Rami Ismail / GDC / YouTube) "In this 2017 GDC session, Ubisoft's Liz England, indie designer Lisa Brown, and Vlambeer co-founder Rami Ismail break down why some of their older advice for starting indie developers hasn't held up, how they'd update that advice, and how developers can better think about giving advice to each other and interpret advice."
Snake Pass and the unexplored territory of the game controller (Philippa Warr / RockPaperShotgun) "The way the input feels is intended to be a part of the whole experience – to the point where Liese was lobbying to ship without a mouse and keyboard option at one point because they hadn’t found one which adequately expressed the same physical elements of playing."
Clark Tank plays: Northgard! (Brace Yourself Games / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: Love Ryan's Twitch stream, and this is an experimental edited-down version of a recent stream, xposted to YouTube.]"
Doom (2016): To Hell and Back (David Craddock / Shacknews) "Marty Stratton knew a good sound when he heard it. He had studied commercial music composition at University of Denver and, with bachelor degree in hand, had headed out west in 1995 determined to land a job in the entertainment industry. [SIMON'S NOTE: this is a GIGANTIC, almost book-length piece, and very well done.]"
The stray dogs of The Silver Case (Gareth Damian Martin / Eurogamer) "For Goichi Suda, those murders would begin a fascination with grotesque crimes that would reappear throughout his career. He was still at developer Human Entertainment at the time, but only a year later, Suda, eager to pursue new ideas, set up his own studio: Grasshopper Manufacture."
Behind the Card | Amara: Warden of Hope (Blizzard / YouTube) "Peek behind the curtains to see what went into creating the cards Awaken the Makers and Amara, Warden of Hope. [SIMON'S NOTE: more deep dive content created by the team making the game - in this case Hearthstone!]"
The first decade of augmented reality (Ben Evans / Ben-Evans.com) "In February 2006, Jeff Han gave a demo of an experimental 'multitouch' interface, as a 'TED' talk. I've embedded the video below. Watching this today, the things he shows seems pretty banal - every $50 Android phone does this! - and yet the audience, mostly relatively sophisticated and tech-focused people, gasps and applauds."
How emergent AI encounters can be beautiful in The Signal from Tolva (Bryant Francis / Gamasutra) "The Signal from Tolva, which comes from the creators of Sir, You Are Being Hunted, is yet another game about science-fiction robots from UK developer Big Robot. And while creative director Jim Rossignol told us yesterday on the Gamasutra Twitch Channel that’s partly because it’s easier to animate beings that don’t have facial animations, he also said it’s because there’s something beautiful about what happens when you program groups of A.I to have their own missions. [SIMON'S NOTE: we're doing a lot more live Twitch chats with devs recently on Gamasutra - here's a good example!]
From hacker to Valve and back again (Brian Crecente / Polygon) "Before co-founding her own augmented reality headset company, Jeri Ellsworth was a technology chameleon, finding niches in electronics and mechanics, mastering them and helping redefine how they worked."
Horizon Zero Dawn - Neil Druckmann Interviews Hermen Hulst (PlayStation / YouTube) "Naughty Dog's Neil Druckmann sat down with Guerrilla Games managing director Hermen Hulst to discuss the studio's shift away from Killzone, and the long process of bringing Horizon Zero Dawn to life."
Gaming under socialism (Paolo Pedercini / Molleindustria) "But the question of what gaming would look like in a socialist world has haunted me for days. Not only because I’m a leftist and I care about games, but because of how it relates to many crucial issues of 21st century radicalism. [SIMON'S NOTE: so Ivory Tower it hurts, but thought-provoking, fo sho.]"
How Steam brought shmups out of arcades and into a new PC renaissance (Matt Paprocki / PC Gamer) "How Steam and passionate fans pulled shoot-em-ups out of exile in Japanese arcades and back into the limelight."
How Ninja Theory's Canceled Co-op Game Led To Hellblade's Bold Future (Ben Hanson / Game Informer) "With our new cover story on Hellblade: Senua's Sacrifice, we've shown off plenty of gameplay footage from Ninja Theory's game. Today, the game's creative director Tameem Antoniades explains more about how the talented studio arrived where they are today. [SIMON'S NOTE: good honest video interview with Antoniades here on 'the space between AAA and indie'.]"
Searching for the truth of a fake world at EVE Fanfest (Adam Smith / RockPaperShotgun) "Like many EVE players, he’d come to Fanfest, a gathering of hundreds of players, devs and press in Iceland, to represent his in-game character. People wear the insignia of their corporations and alliances, and chant those same names at presentations and pubs. As a spectacle, it’s fascinating, but it’s also confusing."
Spelunky - Noclip Documentary (Danny O'Dwyer / Noclip / YouTube) "For almost a decade players have gleefully explored Spelunky's refined brand of player discovery and emergent gameplay. In this documentary, we talk to the game's creators about building the rules of its procedurally generated worlds."
-------------------
[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 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 the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.
I also comment on this below, but the rise of 'creators making interesting content about their own games, especially in video form' is something I'm really starting to note and enjoy. (This week - Hearthstone, Runescape, Horizon: Zero Dawn, & more.) This makes sense, especially since some of these games make a lot of money and third-party options for making money covering those titles are way trickier.
Obviously, there's mixed feelings about this - is the only way you can cover games in-depth in the future as part of an embedded team funded by the game's creators? But there are also counter-examples like the excellent Spelunky making-of video posted by Danny O'Dwyer's Noclip below. So maybe a mix of sources will be just fine, absolutists out there! Until next week...
Simon, curator.]
-------------------
With Scorpio rising, Phil Spencer looks to the future of Xbox (Alex Wawro / Gamasutra) "Here then is a rundown (edited for clarity) of our conversation with Spencer about everything from Microsoft's VR plans to the future of the game console business, and how Project Scorpio represents an attempt at "learning from some of our PC heritage.""
The Runescape Documentary - 15 Years Of Runescape (Jagex / Runescape / YouTube) "[SIMON'S NOTE: good to see companies documenting their own history, even with the inherent rose-tinted glasses that might bring in - we still get SOME good historical context.]"
Tim Schafer Talks Shyness, Comebacks and Being Asked Not to Touch George Lucas (Chris Suellentrop / Glixel) "During an hourlong conversation, Schafer talked to Glixel about his reputation as a project manager at LucasArts, his career-long fight for creative independence, and the troubled development of Psychonauts, followed by the game's remarkable staying power."
A Chat With a Live Streamer is Yours, For A Price (Laura Parker / New York Times) "Andre Rebelo, a 24-year-old YouTube streamer from Vancouver, British Columbia, live-streamed himself playing the game Grand Theft Auto V on his YouTube channel, Typical Gamer, in mid-January. This time, he added something different for his audience."
Building Non-Linear Narratives in Horizon: Zero Dawn (Leszek Szczepanski / GDC / YouTube) "In this 2017 session, Guerrilla Games' Leszek Szczepanski explains how Guerrilla Games tackled sidequests and open-world activities in Horizon: Zero Dawn, by creating a quest system which has non-linearity at its base."
From GoldenEye To Yooka-Laylee: Grant Kirkhope Reflects On His Career (Zak Wojnar / Game Informer) "If you’ve been a gamer for any length of time, Grant Kirkhope’s tunes have probably been stuck in your head at some point. His music defined some of the Nintendo 64’s greatest games, such as GoldenEye and Banjo-Kazooie – the latter being the direct inspiration for his latest project, Playtonic’s Yooka-Laylee."
The Making of Samurai Shodown (James Mielke / Polygon) "With SNK in a bit of a revival at the moment, we went on a quest to track down some of the original Samurai gumi team members and learn more about the origins of the Samurai Shodown series. A chance conversation at Tokyo Game Show 2016 put us in touch with Yasushi Adachi, the original series creator."
Ironsights: A Big Buck Hunter Mini-Documentary (Twitch Creative / Twitch) "The 22-minute story follows Sara Erlandson, Wisconsin bar owner turned Big Buck phenom and Twitch streamer, as she travels from her hometown of Beldenville to the World Championship in Austin, Texas."
The Socialist Surrealist Oikospiel Has a Wild Vision for the Future of Videogame Labor (Daniel Fries / Paste) "Oikospiel, the new experimental game from David Kanaga and Ferdinand Ramallo, wants to make sure you’re paying attention. It doesn’t want you to get wrapped up in its story or relax and have fun playing a game. It’s constantly trying to jar you out of any trance or flow state."
Everything I Said Was Wrong: Why Indie Is Different Now (Liz England, Lisa Brown, Rami Ismail / GDC / YouTube) "In this 2017 GDC session, Ubisoft's Liz England, indie designer Lisa Brown, and Vlambeer co-founder Rami Ismail break down why some of their older advice for starting indie developers hasn't held up, how they'd update that advice, and how developers can better think about giving advice to each other and interpret advice."
Snake Pass and the unexplored territory of the game controller (Philippa Warr / RockPaperShotgun) "The way the input feels is intended to be a part of the whole experience – to the point where Liese was lobbying to ship without a mouse and keyboard option at one point because they hadn’t found one which adequately expressed the same physical elements of playing."
Clark Tank plays: Northgard! (Brace Yourself Games / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: Love Ryan's Twitch stream, and this is an experimental edited-down version of a recent stream, xposted to YouTube.]"
Doom (2016): To Hell and Back (David Craddock / Shacknews) "Marty Stratton knew a good sound when he heard it. He had studied commercial music composition at University of Denver and, with bachelor degree in hand, had headed out west in 1995 determined to land a job in the entertainment industry. [SIMON'S NOTE: this is a GIGANTIC, almost book-length piece, and very well done.]"
The stray dogs of The Silver Case (Gareth Damian Martin / Eurogamer) "For Goichi Suda, those murders would begin a fascination with grotesque crimes that would reappear throughout his career. He was still at developer Human Entertainment at the time, but only a year later, Suda, eager to pursue new ideas, set up his own studio: Grasshopper Manufacture."
Behind the Card | Amara: Warden of Hope (Blizzard / YouTube) "Peek behind the curtains to see what went into creating the cards Awaken the Makers and Amara, Warden of Hope. [SIMON'S NOTE: more deep dive content created by the team making the game - in this case Hearthstone!]"
The first decade of augmented reality (Ben Evans / Ben-Evans.com) "In February 2006, Jeff Han gave a demo of an experimental 'multitouch' interface, as a 'TED' talk. I've embedded the video below. Watching this today, the things he shows seems pretty banal - every $50 Android phone does this! - and yet the audience, mostly relatively sophisticated and tech-focused people, gasps and applauds."
How emergent AI encounters can be beautiful in The Signal from Tolva (Bryant Francis / Gamasutra) "The Signal from Tolva, which comes from the creators of Sir, You Are Being Hunted, is yet another game about science-fiction robots from UK developer Big Robot. And while creative director Jim Rossignol told us yesterday on the Gamasutra Twitch Channel that’s partly because it’s easier to animate beings that don’t have facial animations, he also said it’s because there’s something beautiful about what happens when you program groups of A.I to have their own missions. [SIMON'S NOTE: we're doing a lot more live Twitch chats with devs recently on Gamasutra - here's a good example!]
From hacker to Valve and back again (Brian Crecente / Polygon) "Before co-founding her own augmented reality headset company, Jeri Ellsworth was a technology chameleon, finding niches in electronics and mechanics, mastering them and helping redefine how they worked."
Horizon Zero Dawn - Neil Druckmann Interviews Hermen Hulst (PlayStation / YouTube) "Naughty Dog's Neil Druckmann sat down with Guerrilla Games managing director Hermen Hulst to discuss the studio's shift away from Killzone, and the long process of bringing Horizon Zero Dawn to life."
Gaming under socialism (Paolo Pedercini / Molleindustria) "But the question of what gaming would look like in a socialist world has haunted me for days. Not only because I’m a leftist and I care about games, but because of how it relates to many crucial issues of 21st century radicalism. [SIMON'S NOTE: so Ivory Tower it hurts, but thought-provoking, fo sho.]"
How Steam brought shmups out of arcades and into a new PC renaissance (Matt Paprocki / PC Gamer) "How Steam and passionate fans pulled shoot-em-ups out of exile in Japanese arcades and back into the limelight."
How Ninja Theory's Canceled Co-op Game Led To Hellblade's Bold Future (Ben Hanson / Game Informer) "With our new cover story on Hellblade: Senua's Sacrifice, we've shown off plenty of gameplay footage from Ninja Theory's game. Today, the game's creative director Tameem Antoniades explains more about how the talented studio arrived where they are today. [SIMON'S NOTE: good honest video interview with Antoniades here on 'the space between AAA and indie'.]"
Searching for the truth of a fake world at EVE Fanfest (Adam Smith / RockPaperShotgun) "Like many EVE players, he’d come to Fanfest, a gathering of hundreds of players, devs and press in Iceland, to represent his in-game character. People wear the insignia of their corporations and alliances, and chant those same names at presentations and pubs. As a spectacle, it’s fascinating, but it’s also confusing."
Spelunky - Noclip Documentary (Danny O'Dwyer / Noclip / YouTube) "For almost a decade players have gleefully explored Spelunky's refined brand of player discovery and emergent gameplay. In this documentary, we talk to the game's creators about building the rules of its procedurally generated worlds."
-------------------
[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