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#UNLESS IT'S ON A KICKSTARTER THAT ENDED AND THE CREATOR HAS NO MORE RECENT INTERNET PRESENCE
shmreduplication · 11 months
Text
Three types of baseball hats on kickstarter:
plain black "smart" "high tech" hat that is just ultralight sportswear fabric in the shape of a hat. They talk about how "hats these days are awful for putting in your bag because they always get crumpled, not that you'd want a baseball hat anyway because they're covered in bRaNdInG" so their hat can crumple smaller than a mosquito but doesn't hold creases, and the video is b-roll of some Kendall Roy looking mofo in a suit and a plain black baseball hat*
these are rarer but kickstarters that are trying to fix another problem with the technological aspect of baseball hats, usually the customizability. That's right, there are a surprising amount of modular baseball hat kickstarters. Instead of having one brand permanently affixed to your forehead, why not attach different logos with velcro or magnets or a whiteboard (ok that one was a gag gift that i saw on poshmark but it's playing on the same concept) or have a literal screen with an associated app! or fi you don't care about branding, why not a fully modular baseball hat? take apart each of the panels and brim and closure and make htem all reversible with really ugly zipper seams connecting all of them. Or don't have it be modular but attach lights to it, or bone conduction headphones
artists who are trying to sell hats that for the most part I like, but if I love the hat then it's no longer for sale on their website, assuming they have a separate one from the instagram that they set up just to advertise for the kickstarter (adrianus kundert please I am begging you do another run of the woven baseball hats, i had a dream about it i yearn for it)
*I have one of these foldable sports hats (did not buy on kickstarter tho) and it fits worse than any of my other hats because it has a stretchy band to grip onto my head/hair except I have v nice bleached+dyed curly hair so the elastic is constantly threatening to slip off. If I was bald or had a corporate man's haircut like the idiots who designed it then it would work perfectly but like ultimately I want a hat to sit on my head rather than use a giant rubber band around my forehead to hold it on
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aion-rsa · 3 years
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Are Abandoned and Blue Box’s Hasan Kahraman Actually Hiding Hideo Kojima’s Silent Hill?
https://ift.tt/eA8V8J
How about we end the week with a very entertaining video game conspiracy theory? According to a group of gamer sleuths on Reddit and ResetEra forums, a recently announced indie game coming exclusively to the PS5 called Abandoned may secretly be a new Silent Hill game from none other than auteur Hideo Kojima.
The theory is gathering so much steam online that even Bloomberg’s Jason Schreier, arguably gaming’s foremost investigative journalist, was almost 100% convinced the conspiracy was true at one point (although he’s no longer sure). There’s also a whole subreddit now dedicated to “The Blue Box Conspiracy,” where you can follow and post your latest finding in a strange sort of ARG.
So, what exactly is happening here? Rumors of a connection to a secret Silent Hill game and Hideo Kojima have followed Abandoned since it was first teased last April. The game is being developed by Blue Box Game Studios, a relatively unknown indie developer from the Netherlands with a history of Kickstarter campaigns, including for a paranormal investigation game called Rewind, which has never released despite being “backed by a private investor,” according to the studio.
Abandoned‘s first trailer, which teases a survival horror shooter experience set in the woods, quickly caught the attention of Silent Hill fans who felt the the promo was reminiscent of the cryptic 2012 announcement for “The Phantom Pain,” a game developed by “Moby Dick Game Studios,” which was later revealed to be a marketing ploy for Hideo Kojima’s Metal Gear Solid V: The Phantom Pain. Kojima famously disguised himself in a mask, pretending to be Moby Dick’s heavily bandaged leader, Joakim Mogren, in early promos for the game before revealing the truth at GDC 2013.
To some gamers, history seems to be repeating itself, down to Abandoned‘s elusive director Hasan Kahraman, whose name some are pointing to as an obvious reference to Hideo Kojima since both developers have the same initials. (Joakim Mogren’s first name was an anagram for Kojima, too.)
An unknown studio with hardly any web, social presence, or much history, a mysterious designer, and a horror game that seems to cover some of the same material as the Silent Hill series, including “religious nuts” and cults as well as a lost protagonist with no memory of how they landed in their current predicament. What does that all spell?
“We received several emails regarding the Hideo Kojima rumor. We have no association with Hideo Kojima nor do we claim to have any association nor was it our intention to claim such a statement,” said Blue Box in a statement addressing the rumors. “We are a small group of developers working on a passionate title we wanted to work on for a long time. We have been assisting other studios in the past with their projects and we wanted to work on our very first big project.”
But that’s not enough for the most dedicated of internet sleuths who are hellbent on finding any and every tie between Abandoned and a new Silent Hill game. And Blue Box’s offical Twitter handle hasn’t helped dispel the rumors, either.
Earlier this week, Blue Box posted a tweet that sparked a whole new batch of rumors on conspiracy Reddit: “Guess the name: Abandoned = (First letter S, Last letter L). Reveal closing in…”
Guess the name: Abandoned = (First letter S, Last letter L). Reveal closing in… #PS5 #Exclusive
— BLUE BOX Game Studios (@BBGameStudios) June 15, 2021
The studio is clearly talking about Silent Hill, right? Well, Blue Box said, whoops, that was an accidental reference to the beloved Konami series.
“We wanted to set things straight. We have no relations with Konami. Silent Hill is owned by Konami. We do not have any relations with Hideo Kojima. It was never our intention to tease the name as Silent Hill. We sincerely apologize for this.”
We wanted to set things straight. We have no relations with Konami. Silent Hill is owned by Konami. We do not have any relations with Hideo Kojima. It was never our intention to tease the name as Silent Hill. We sincerely apologize for this.
— BLUE BOX Game Studios (@BBGameStudios) June 15, 2021
The most eagle-eyed of sleuths have dug up other coincidences. For example, the initials of Blue Box are “BB,” one of the main elements of Kojima’s Death Stranding. Meanwhile, Kojima recently posted a photograph of him holding a blue box on Instagram.
View this post on Instagram
A post shared by Hideo Kojima (@hideo_kojima)
According to IGN, if you translate Hideo from Japanese to Turkish on Google translate, you get “Kahraman.” IGN also points out other connections, such as the fact that Blue Box’s YouTube channel banner is a set of hills.
There are few things working against the Silent Hill theory, though. For one thing, Kojima had a big falling out with Konami during the development of Metal Gear Solid V that resulted in the developer leaving the publisher after 29 years in 2015. The breakup was so bad that Konami even took Kojima’s name off of the box art for MGSV. Before Kojima left Konami, he was set to develop a horror game called Silent Hills, but without the auteur to make it, the publisher canceled that project, too. Konami hasn’t touched the Silent Hill series since. Unless Kojima and Konami have made peace since 2015, it’s unlikely that they would collaborate on a new game.
The other damning bit of evidence that Abandoned is actually its own product with nothing to do with Silent Hill is an IGN interview with Kahraman himself.
“It wasn’t fun but it did make me laugh,” Kahraman told IGN about dealing with the Kojima rumors. “At first I was receiving messages from people telling me that they’ve been watching me and that I (As Kojima) used some marketing tricks to promote his next game. I didn’t know what they meant until I Googled it.”
This again would seem proof enough that Kahraman is a real person with his own game, and that this is all just a freak coincidence, right? Unless IGN is in on Kojima’s scheme…
In fact, one of Kojima’s biggest champions in the press, The Game Awards and Summer Game Fest creator Geoff Keighley, also recently posted a video claiming to be in contact with Kahraman about collaborating on a game reveal event. Whether another wild coincidence or proof that this is Kojima up to his old tricks, this is what seemed to initially convince Schreier that Abandoned wasn’t what it claimed to be:
OK OK OK if you're not on the Kojima conspiracy hype train yet just watch this video https://t.co/i5tYQKwq8k
— Jason Schreier (@jasonschreier) June 18, 2021
Whatever Abandoned truly is, it seems the truth will come out on Tuesday, June 22, according to the editor of Dutch games outlet Gamer.nl, who posted the following details on ResetEra after “getting off the phone with the founder of Blue Box”:
“Tuesday the 22th june [sic] the trailer-app on PS5 will launch. There wont be gameplay from the game there on that day, but it will be explained how the app works and what people can expect, and also some more info about the technical aspects of the game (whatever that means, we’ll see),” wrote the reporter about an app going live on the PlayStation Network next week to promote the game. “On the same day, there will be an announcement with Geoff Keighley (on his social media channels) that has to do with the game and/or app. Kahraman once again told me he had nothing to do with Kojima. He says it doesnt matter what he says or does, people won’t believe it anyway.”
It sounds like we’ll get some answers soon enough. We’ll keep you posted as we hear more.
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The post Are Abandoned and Blue Box’s Hasan Kahraman Actually Hiding Hideo Kojima’s Silent Hill? appeared first on Den of Geek.
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alexzalben · 7 years
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Yes, You Can Write For “Free” (But Only For Yourself)
Over the past few days, I’ve seen the debate about writing for “free” crop up a number of times in my social feed, usually with a variation of the phrase, “f**k no.”
I believe (this time, at least), it comes back to a tweet from Erik Larsen, the creator of Savage Dragon, one of the longest running independently created comics in history (among other bits on his storied resume):
Professionals will tell you "don't work for free" but "free" is the one advantage a newcomer has. And "free" will get you places you couldn't go otherwise.
https://twitter.com/ErikJLarsen/status/951536790720069632
Naturally, most folks are retweeting his first tweet and flipping out, without reading the rest of the thread where he goes on to explain that you need to check the outlet/people you’re working with, that not all free labor is equal, and he’s just suggesting it’s a way of opening doors.
I do think in a certain sense Larsen isn’t wrong, but he also isn’t right. At least not for the internet and the creative world the way it’s set out now.
[Grain of salt time: Erik Larsen is one of the founders of Image Comics; I got a bunch of people to tweet their epitaphs at me, so your mileage may vary here.]
I’m actually a strong believer in doing “free” work, but with the caveat that it has to be for yourself, and on your own terms. Once other people enter into the creation, or you aren’t the lead artist (meaning writer, actual artist, editor, whatever -- the driving force behind the project), then money has to enter into the equation or GTFO.
Here’s a few situations that I’d venture aren’t just acceptable, but a good use of your free time:
#1: You’re Between Jobs/Looking To Change Careers
I actually suggest this one all the time, to students and to folks who call me for advice (which is weirdly a thing that’s happened quite a bit, don’t you know that I’m a terrible doofus???).
Back when I started in entertainment journalism, an outlet I worked for unfortunately decided to fire all their editors. I was actually kept on as a writer, which was nice, but confusing because, you know, who was going to edit me?
Since one of the major things I did for them was TV recapping, and they didn’t seem to have a place for that anymore, I kept doing it… Just on my personal blog (why, this very blog you find yourself on right now, friend!) The reasoning was that, first and foremost, I liked recapping. Loved it, in fact. It’s still the single best way I’ve found of processing an hour of television: just start writing about it and see what I can suss out. The second reason was that it helped keep me fresh. Instead of swearing off TV and/or writing about TV, then trying to get a job, when I did hopefully get another job (and I did, luckily enough) I wouldn’t have to start from zero… I was using my recapping muscles constantly and was able to hit the ground running.
The last one is that I would have a body of work that continued, because there’s nothing harder to explain on a resume than a gap. This way, instead of saying this one site ended, and then XXX numbers of months later I wanted to pick up with recaps, I could point to some recent work. I’ll be frank, based on the fact that I’ve been in a hiring position multiple times: nobody really cares about the work you’ve done for ILoveTVMyNameIsAlex dot com; but at the same time, I know that you’ve kept up with current shows, and are eager to write about TV (in this specific case).
The same thing could be applied to any discipline… If you want to write film reviews, start reviewing films; you’re not going to get hired just because you’ve seen Ferdinand a bunch of times in theaters. Everyone has to start somewhere, and using your own, personal site to generate material and figure out how to write about things is a way to start. The same applies to writing short stories, or investigative journalism, or nonfiction, or whatever. You’ve just gotta start writing.
That said, don’t start writing for an outlet for free unless A) it’s a friend of yours and you’re all doing it for fun, or B) it’s some sort of good cause, like everyone is chipping in for cancer research for kids. Even if they promise you a rev-share (and particularly then), you’re better off doing your own thing. If someone has gotten big enough to bring on other writers, and you don’t know them personally, they should pay you (legally, I hope).
#2: You Want To Try Something New
This is what I’m doing right now… I’m not necessarily interested in changing careers, but I am interested in challenging myself to explore different types of writing than what I’ve been doing professionally for the past few years, and then bringing those skills back to my full-time job.
I still don’t think you should do it for someone else, but posting things that you wouldn’t normally post for work as an exercise is great! I think. I hope. There’s no cost to you there, you’re not trying to get anything out of what you’re doing, you’re just exercising. Stretching. Maybe you hit on something new and exciting, but ultimately I’ve found the best way of understanding something is by doing it. For example, I performed/studied improv comedy for years, long enough to know that I didn’t love it -- but was able to take skills I learned and apply them to everything from sketch comedy, to my daily interactions.
As a side note, something I’ve been wrestling with is where you post these things. I’m putting this on my personal site because I’ve decided that things first person or about the process of writing belong there. I put more fiction/humor based articles and essays on my Medium site, but I feel conflicted about it, because ultimately I’m serving Medium’s bottom line, not my own. But also because I’m just doing this to stretch myself and not to make sweet, sweet cash, I think it’s okay.
If there came a time where I said, “You know what, I’m a short story writer now,” or whatever, I’d pull that stuff off Medium or any third party site and figure out a way to post it all that didn’t serve anyone but me (SO SELFISH).
#3: It’s A Warm-Up
This is something I see a lot of artists (particularly comic book artists) do, and I loved it so much I’ve applied it to writing: the warm-up sketch. In the morning, or afternoon, or whenever they wake up, they do a quick, fun sketch with no money or expectations involved, as a way of getting their brain and hands going.
I’ve found the same thing works for me with writing… When it comes to entertainment journalism, I’ll often tackle something dry and easy that takes just a little bit (or no) brain power first thing in the morning, then delve into the heavier, longer articles. I’m much more prepared to spin my beautiful words that way, rather than jumping into the big piece.
And that’s the same thing I’ve been doing here, and on Medium… Dashing off something quick or fun so my brain starts rolling before I try to tackle something professional. I enjoy the pieces I’m writing, and I don’t want to put out anything actively bad. But at the same time, they’re more about getting me going than getting me work.
#4: Charity
I mentioned this one earlier, but it’s important to reiterate: I have often donated my time or energy if it’s for a good cause. Hopefully then nobody except the needy are making money off of this, but this is a totally acceptable use of your skillz.
So there you go. I imagine there are other ways of creating for free, but personally I will draw the line at “professional publisher giving you a ‘chance’ to get published in anthology for free” which I’ve seen dropped a lot. Yes, the exposure is great… But your time and energy are worth something, and you should be paid for that. If the publisher is making money off that anthology, they should give you money.
And ultimately, careers are fleeting. In the specific example of comics, you’re donating your time for an anthology one day, getting a one-shot paid, and then nobody knows your name the next week. Versus finding collaborators you want to work with and self-publishing, something that is totally viable in the age of Kickstarter and Patreon, and getting your name and work out there in a way you can truly control.
There’s no right way to “break in…” But don’t go broke while you’re doing it.
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symbianosgames · 7 years
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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 history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
Just a quick update this week, because I have to pop out of town for the weekend, but a small anecdote. I was consulting a very nice lawyer on something this week, and everything went great.
But on the way out - he knows I work around games - he said 'Just one thing - how do I get a NES Classic?'. Sigh - supply and demand fail on the highest scale, there. :P
- Simon, curator.]
-------------------
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
Fostering VR teamwork in 4-player Star Trek Bridge Crew (Phil Hornshaw / Gamasutra) "As a Star Trek fan, it’s hard not to get excited about the chance to slip on a virtual reality headset and find yourself manning a station on the bridge of a starship. That’s what Star Trek Bridge Crew offers players, at least at first."
Clark Tank: Steam trading card changes, Steam Prophet, and Dead Cells! (Ryan Clark / YouTube) "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. Huge thanks to Ed Freitas taking the original stream and editing it down to create this video! [SIMON'S NOTE: thanks to Ed & Ryan for switching to the most recent streams for the Twitch to YouTube concatenated versions!]"
The Hunger Artists | Little Nightmares (Zach Budgor / Heterotopias) "Svankmajer was on my mind as I played Tarsier’s Little Nightmares, a macabre platformer about Six, a young girl making her way through the knotted bowels of a steamship called the Maw."
Failure to Fame: How Dishonored Saved Arkane Studios (GameSpot / YouTube) "In part 1 of a 3-part series, Arkane discusses their struggles to find success for 12 years, how Dishonored propelled them into the limelight, and helped revive immersive sim RPGs. [SIMON'S NOTE: Also see Part 2 & Part 3 of a v.neat series.]"
PlayStation U.S. boss reflects on birth and rebirth of PlayStation (Brian Crecente / Polygon) "In 2014, riding high on the successful launch of PlayStation 4 and a surprisingly positive, surprisingly unanimous reaction to its E3 showcase the year before, Sony made an unexpected announcement. Jack Tretton, the president and CEO of Sony Computer Entertainment of America and in many ways the face of that success, was stepping down."
Racing against collector creep (Jeremy Parish / Retronauts) "Contrary to many recent alarmist reports I’ve seen recently, Tokyo’s retro game stores aren’t completely a desolate wasteland of empty shelves. A few spots in nerd destination Akihabara definitely do have a sort of post-apocalyptic feel to them, but that really only holds true for the the heavily trafficked ones that everyone picks over… primarily Super Potato, and to a lesser degree the Mandarake Galaxy shop in Nakano."
The Casual (but Regal) Swipe: Creating Game Mechanics in Reigns (Francois Alliot / GDC / YouTube) "In this GDC 2017 session, Nerial developer Francois Alliot explains how the Reigns development team gave themselves a set of constraints defined by the swipe-based gameplay they were exploring to help create the tone they wanted to give to the game."
Robots, Pizza, And Sensory Overload: The Chuck E. Cheese Origin Story (Benj Edwards / Fast Company) "In May 1977, a new pizza place opened for business in San Jose, California. At the time, calling it “unique” might have been an understatement. The brainchild of Atari cofounder Nolan Bushnell - and, initially, an arm of that company - it featured entertainment provided by a cast of robotic characters led by a giant cigar-smoking rat with a bowler, buck teeth, and a Jersey accent."
The Complete, Untold History of Halo (Steve Haske / Waypoint) "Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D."
Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm (Bryant Francis / Gamasutra) "We wanted to learn a little more about how Heroes of the Storm tweaks and rebalances characters from other franchises and genres. Luckily, Kent-Erik Hagman, lead hero designer on the game, was willing to talk us through the process of conceptualizing, designing, and refining three heroes that show how Blizzard has put its own stamp on the MOBA genre."
Remodeling The Labyrinth (Jeremy Antley / First Person Scholar) "In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject."
Finding Duskers: Innovation Through Better Design Pillars (Tim Keenan / GDC / YouTube) "In this 2017 GDC talk, Duskers creator Tim Keenan explains how his development process focused on building emotional states rather than features, refining the game's vision through experimentation, and building a clear player fantasy."
Internet Trends 2017 (Mary Meeker / Kleiner Perkins / CODE Conference) "[SIMON'S NOTE: this gigantic 355 page .PPT is awaited every year for the depth of its data analysis, and it's interesting this year that there's a big chunk about video games, starting at Slide 80. Some interesting data, some interesting - if perhaps debatable - comparisons of game features and tech innovations, and lots more!]
The Story of Runic Games | A Gameumentary Short Doc (Gameumentary / YouTube) "Gameumentary presents our debut short documentary, The Story of Runic Games. For the past few months, we've been working hard on this video, from our initial pre-production meetings last year, to our principal photography out in Seattle this past March, to the editing and tweaking that we've done just this past week--we've put everything we have into this short-doc."
Analysis: The Consequences of Reducing the Skill Gap (Core-A-Gaming / YouTube) "My best attempt at explaining what's going on with Street Fighter V's direction."
Breaking Out of Prey’s Glass Box (Chris Priestman / Bullet Points Monthly) "Break through the glass—this is Prey’s first lesson. To escape the counterfeit reproduction of Morgan Yu’s apartment you must introduce a wrench to the windows. The glass shatters on impact to leave an irregular shape, cut in jagged lines, tearing a hole into the otherwise convincing simulation of a city held within the windows."
Overwatch’s loot box system is Blizzard’s true masterpiece (Nick Statt / The Verge) "More than anything, the anniversary event illustrates why Blizzard’s business model for Overwatch is such a successful departure for multiplayer shooters — and how it could become the gold standard going forward."
The Killer Groove: The Shadow AI of Killer Instinct (AI & Games / YouTube) "In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI."
'Fallen London' and the secret to writing an infinite gothic game (Jessica Conditt / Engadget) "Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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symbianosgames · 7 years
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 history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
Just a quick update this week, because I have to pop out of town for the weekend, but a small anecdote. I was consulting a very nice lawyer on something this week, and everything went great.
But on the way out - he knows I work around games - he said 'Just one thing - how do I get a NES Classic?'. Sigh - supply and demand fail on the highest scale, there. :P
- Simon, curator.]
-------------------
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
Fostering VR teamwork in 4-player Star Trek Bridge Crew (Phil Hornshaw / Gamasutra) "As a Star Trek fan, it’s hard not to get excited about the chance to slip on a virtual reality headset and find yourself manning a station on the bridge of a starship. That’s what Star Trek Bridge Crew offers players, at least at first."
Clark Tank: Steam trading card changes, Steam Prophet, and Dead Cells! (Ryan Clark / YouTube) "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. Huge thanks to Ed Freitas taking the original stream and editing it down to create this video! [SIMON'S NOTE: thanks to Ed & Ryan for switching to the most recent streams for the Twitch to YouTube concatenated versions!]"
The Hunger Artists | Little Nightmares (Zach Budgor / Heterotopias) "Svankmajer was on my mind as I played Tarsier’s Little Nightmares, a macabre platformer about Six, a young girl making her way through the knotted bowels of a steamship called the Maw."
Failure to Fame: How Dishonored Saved Arkane Studios (GameSpot / YouTube) "In part 1 of a 3-part series, Arkane discusses their struggles to find success for 12 years, how Dishonored propelled them into the limelight, and helped revive immersive sim RPGs. [SIMON'S NOTE: Also see Part 2 & Part 3 of a v.neat series.]"
PlayStation U.S. boss reflects on birth and rebirth of PlayStation (Brian Crecente / Polygon) "In 2014, riding high on the successful launch of PlayStation 4 and a surprisingly positive, surprisingly unanimous reaction to its E3 showcase the year before, Sony made an unexpected announcement. Jack Tretton, the president and CEO of Sony Computer Entertainment of America and in many ways the face of that success, was stepping down."
Racing against collector creep (Jeremy Parish / Retronauts) "Contrary to many recent alarmist reports I’ve seen recently, Tokyo’s retro game stores aren’t completely a desolate wasteland of empty shelves. A few spots in nerd destination Akihabara definitely do have a sort of post-apocalyptic feel to them, but that really only holds true for the the heavily trafficked ones that everyone picks over… primarily Super Potato, and to a lesser degree the Mandarake Galaxy shop in Nakano."
The Casual (but Regal) Swipe: Creating Game Mechanics in Reigns (Francois Alliot / GDC / YouTube) "In this GDC 2017 session, Nerial developer Francois Alliot explains how the Reigns development team gave themselves a set of constraints defined by the swipe-based gameplay they were exploring to help create the tone they wanted to give to the game."
Robots, Pizza, And Sensory Overload: The Chuck E. Cheese Origin Story (Benj Edwards / Fast Company) "In May 1977, a new pizza place opened for business in San Jose, California. At the time, calling it “unique” might have been an understatement. The brainchild of Atari cofounder Nolan Bushnell - and, initially, an arm of that company - it featured entertainment provided by a cast of robotic characters led by a giant cigar-smoking rat with a bowler, buck teeth, and a Jersey accent."
The Complete, Untold History of Halo (Steve Haske / Waypoint) "Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D."
Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm (Bryant Francis / Gamasutra) "We wanted to learn a little more about how Heroes of the Storm tweaks and rebalances characters from other franchises and genres. Luckily, Kent-Erik Hagman, lead hero designer on the game, was willing to talk us through the process of conceptualizing, designing, and refining three heroes that show how Blizzard has put its own stamp on the MOBA genre."
Remodeling The Labyrinth (Jeremy Antley / First Person Scholar) "In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject."
Finding Duskers: Innovation Through Better Design Pillars (Tim Keenan / GDC / YouTube) "In this 2017 GDC talk, Duskers creator Tim Keenan explains how his development process focused on building emotional states rather than features, refining the game's vision through experimentation, and building a clear player fantasy."
Internet Trends 2017 (Mary Meeker / Kleiner Perkins / CODE Conference) "[SIMON'S NOTE: this gigantic 355 page .PPT is awaited every year for the depth of its data analysis, and it's interesting this year that there's a big chunk about video games, starting at Slide 80. Some interesting data, some interesting - if perhaps debatable - comparisons of game features and tech innovations, and lots more!]
The Story of Runic Games | A Gameumentary Short Doc (Gameumentary / YouTube) "Gameumentary presents our debut short documentary, The Story of Runic Games. For the past few months, we've been working hard on this video, from our initial pre-production meetings last year, to our principal photography out in Seattle this past March, to the editing and tweaking that we've done just this past week--we've put everything we have into this short-doc."
Analysis: The Consequences of Reducing the Skill Gap (Core-A-Gaming / YouTube) "My best attempt at explaining what's going on with Street Fighter V's direction."
Breaking Out of Prey’s Glass Box (Chris Priestman / Bullet Points Monthly) "Break through the glass—this is Prey’s first lesson. To escape the counterfeit reproduction of Morgan Yu’s apartment you must introduce a wrench to the windows. The glass shatters on impact to leave an irregular shape, cut in jagged lines, tearing a hole into the otherwise convincing simulation of a city held within the windows."
Overwatch’s loot box system is Blizzard’s true masterpiece (Nick Statt / The Verge) "More than anything, the anniversary event illustrates why Blizzard’s business model for Overwatch is such a successful departure for multiplayer shooters — and how it could become the gold standard going forward."
The Killer Groove: The Shadow AI of Killer Instinct (AI & Games / YouTube) "In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI."
'Fallen London' and the secret to writing an infinite gothic game (Jessica Conditt / Engadget) "Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
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 history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
Just a quick update this week, because I have to pop out of town for the weekend, but a small anecdote. I was consulting a very nice lawyer on something this week, and everything went great.
But on the way out - he knows I work around games - he said 'Just one thing - how do I get a NES Classic?'. Sigh - supply and demand fail on the highest scale, there. :P
- Simon, curator.]
-------------------
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
Fostering VR teamwork in 4-player Star Trek Bridge Crew (Phil Hornshaw / Gamasutra) "As a Star Trek fan, it’s hard not to get excited about the chance to slip on a virtual reality headset and find yourself manning a station on the bridge of a starship. That’s what Star Trek Bridge Crew offers players, at least at first."
Clark Tank: Steam trading card changes, Steam Prophet, and Dead Cells! (Ryan Clark / YouTube) "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. Huge thanks to Ed Freitas taking the original stream and editing it down to create this video! [SIMON'S NOTE: thanks to Ed & Ryan for switching to the most recent streams for the Twitch to YouTube concatenated versions!]"
The Hunger Artists | Little Nightmares (Zach Budgor / Heterotopias) "Svankmajer was on my mind as I played Tarsier’s Little Nightmares, a macabre platformer about Six, a young girl making her way through the knotted bowels of a steamship called the Maw."
Failure to Fame: How Dishonored Saved Arkane Studios (GameSpot / YouTube) "In part 1 of a 3-part series, Arkane discusses their struggles to find success for 12 years, how Dishonored propelled them into the limelight, and helped revive immersive sim RPGs. [SIMON'S NOTE: Also see Part 2 & Part 3 of a v.neat series.]"
PlayStation U.S. boss reflects on birth and rebirth of PlayStation (Brian Crecente / Polygon) "In 2014, riding high on the successful launch of PlayStation 4 and a surprisingly positive, surprisingly unanimous reaction to its E3 showcase the year before, Sony made an unexpected announcement. Jack Tretton, the president and CEO of Sony Computer Entertainment of America and in many ways the face of that success, was stepping down."
Racing against collector creep (Jeremy Parish / Retronauts) "Contrary to many recent alarmist reports I’ve seen recently, Tokyo’s retro game stores aren’t completely a desolate wasteland of empty shelves. A few spots in nerd destination Akihabara definitely do have a sort of post-apocalyptic feel to them, but that really only holds true for the the heavily trafficked ones that everyone picks over… primarily Super Potato, and to a lesser degree the Mandarake Galaxy shop in Nakano."
The Casual (but Regal) Swipe: Creating Game Mechanics in Reigns (Francois Alliot / GDC / YouTube) "In this GDC 2017 session, Nerial developer Francois Alliot explains how the Reigns development team gave themselves a set of constraints defined by the swipe-based gameplay they were exploring to help create the tone they wanted to give to the game."
Robots, Pizza, And Sensory Overload: The Chuck E. Cheese Origin Story (Benj Edwards / Fast Company) "In May 1977, a new pizza place opened for business in San Jose, California. At the time, calling it “unique” might have been an understatement. The brainchild of Atari cofounder Nolan Bushnell - and, initially, an arm of that company - it featured entertainment provided by a cast of robotic characters led by a giant cigar-smoking rat with a bowler, buck teeth, and a Jersey accent."
The Complete, Untold History of Halo (Steve Haske / Waypoint) "Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D."
Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm (Bryant Francis / Gamasutra) "We wanted to learn a little more about how Heroes of the Storm tweaks and rebalances characters from other franchises and genres. Luckily, Kent-Erik Hagman, lead hero designer on the game, was willing to talk us through the process of conceptualizing, designing, and refining three heroes that show how Blizzard has put its own stamp on the MOBA genre."
Remodeling The Labyrinth (Jeremy Antley / First Person Scholar) "In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject."
Finding Duskers: Innovation Through Better Design Pillars (Tim Keenan / GDC / YouTube) "In this 2017 GDC talk, Duskers creator Tim Keenan explains how his development process focused on building emotional states rather than features, refining the game's vision through experimentation, and building a clear player fantasy."
Internet Trends 2017 (Mary Meeker / Kleiner Perkins / CODE Conference) "[SIMON'S NOTE: this gigantic 355 page .PPT is awaited every year for the depth of its data analysis, and it's interesting this year that there's a big chunk about video games, starting at Slide 80. Some interesting data, some interesting - if perhaps debatable - comparisons of game features and tech innovations, and lots more!]
The Story of Runic Games | A Gameumentary Short Doc (Gameumentary / YouTube) "Gameumentary presents our debut short documentary, The Story of Runic Games. For the past few months, we've been working hard on this video, from our initial pre-production meetings last year, to our principal photography out in Seattle this past March, to the editing and tweaking that we've done just this past week--we've put everything we have into this short-doc."
Analysis: The Consequences of Reducing the Skill Gap (Core-A-Gaming / YouTube) "My best attempt at explaining what's going on with Street Fighter V's direction."
Breaking Out of Prey’s Glass Box (Chris Priestman / Bullet Points Monthly) "Break through the glass—this is Prey’s first lesson. To escape the counterfeit reproduction of Morgan Yu’s apartment you must introduce a wrench to the windows. The glass shatters on impact to leave an irregular shape, cut in jagged lines, tearing a hole into the otherwise convincing simulation of a city held within the windows."
Overwatch’s loot box system is Blizzard’s true masterpiece (Nick Statt / The Verge) "More than anything, the anniversary event illustrates why Blizzard’s business model for Overwatch is such a successful departure for multiplayer shooters — and how it could become the gold standard going forward."
The Killer Groove: The Shadow AI of Killer Instinct (AI & Games / YouTube) "In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI."
'Fallen London' and the secret to writing an infinite gothic game (Jessica Conditt / Engadget) "Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
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 history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
Just a quick update this week, because I have to pop out of town for the weekend, but a small anecdote. I was consulting a very nice lawyer on something this week, and everything went great.
But on the way out - he knows I work around games - he said 'Just one thing - how do I get a NES Classic?'. Sigh - supply and demand fail on the highest scale, there. :P
- Simon, curator.]
-------------------
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
Fostering VR teamwork in 4-player Star Trek Bridge Crew (Phil Hornshaw / Gamasutra) "As a Star Trek fan, it’s hard not to get excited about the chance to slip on a virtual reality headset and find yourself manning a station on the bridge of a starship. That’s what Star Trek Bridge Crew offers players, at least at first."
Clark Tank: Steam trading card changes, Steam Prophet, and Dead Cells! (Ryan Clark / YouTube) "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. Huge thanks to Ed Freitas taking the original stream and editing it down to create this video! [SIMON'S NOTE: thanks to Ed & Ryan for switching to the most recent streams for the Twitch to YouTube concatenated versions!]"
The Hunger Artists | Little Nightmares (Zach Budgor / Heterotopias) "Svankmajer was on my mind as I played Tarsier’s Little Nightmares, a macabre platformer about Six, a young girl making her way through the knotted bowels of a steamship called the Maw."
Failure to Fame: How Dishonored Saved Arkane Studios (GameSpot / YouTube) "In part 1 of a 3-part series, Arkane discusses their struggles to find success for 12 years, how Dishonored propelled them into the limelight, and helped revive immersive sim RPGs. [SIMON'S NOTE: Also see Part 2 & Part 3 of a v.neat series.]"
PlayStation U.S. boss reflects on birth and rebirth of PlayStation (Brian Crecente / Polygon) "In 2014, riding high on the successful launch of PlayStation 4 and a surprisingly positive, surprisingly unanimous reaction to its E3 showcase the year before, Sony made an unexpected announcement. Jack Tretton, the president and CEO of Sony Computer Entertainment of America and in many ways the face of that success, was stepping down."
Racing against collector creep (Jeremy Parish / Retronauts) "Contrary to many recent alarmist reports I’ve seen recently, Tokyo’s retro game stores aren’t completely a desolate wasteland of empty shelves. A few spots in nerd destination Akihabara definitely do have a sort of post-apocalyptic feel to them, but that really only holds true for the the heavily trafficked ones that everyone picks over… primarily Super Potato, and to a lesser degree the Mandarake Galaxy shop in Nakano."
The Casual (but Regal) Swipe: Creating Game Mechanics in Reigns (Francois Alliot / GDC / YouTube) "In this GDC 2017 session, Nerial developer Francois Alliot explains how the Reigns development team gave themselves a set of constraints defined by the swipe-based gameplay they were exploring to help create the tone they wanted to give to the game."
Robots, Pizza, And Sensory Overload: The Chuck E. Cheese Origin Story (Benj Edwards / Fast Company) "In May 1977, a new pizza place opened for business in San Jose, California. At the time, calling it “unique” might have been an understatement. The brainchild of Atari cofounder Nolan Bushnell - and, initially, an arm of that company - it featured entertainment provided by a cast of robotic characters led by a giant cigar-smoking rat with a bowler, buck teeth, and a Jersey accent."
The Complete, Untold History of Halo (Steve Haske / Waypoint) "Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D."
Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm (Bryant Francis / Gamasutra) "We wanted to learn a little more about how Heroes of the Storm tweaks and rebalances characters from other franchises and genres. Luckily, Kent-Erik Hagman, lead hero designer on the game, was willing to talk us through the process of conceptualizing, designing, and refining three heroes that show how Blizzard has put its own stamp on the MOBA genre."
Remodeling The Labyrinth (Jeremy Antley / First Person Scholar) "In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject."
Finding Duskers: Innovation Through Better Design Pillars (Tim Keenan / GDC / YouTube) "In this 2017 GDC talk, Duskers creator Tim Keenan explains how his development process focused on building emotional states rather than features, refining the game's vision through experimentation, and building a clear player fantasy."
Internet Trends 2017 (Mary Meeker / Kleiner Perkins / CODE Conference) "[SIMON'S NOTE: this gigantic 355 page .PPT is awaited every year for the depth of its data analysis, and it's interesting this year that there's a big chunk about video games, starting at Slide 80. Some interesting data, some interesting - if perhaps debatable - comparisons of game features and tech innovations, and lots more!]
The Story of Runic Games | A Gameumentary Short Doc (Gameumentary / YouTube) "Gameumentary presents our debut short documentary, The Story of Runic Games. For the past few months, we've been working hard on this video, from our initial pre-production meetings last year, to our principal photography out in Seattle this past March, to the editing and tweaking that we've done just this past week--we've put everything we have into this short-doc."
Analysis: The Consequences of Reducing the Skill Gap (Core-A-Gaming / YouTube) "My best attempt at explaining what's going on with Street Fighter V's direction."
Breaking Out of Prey’s Glass Box (Chris Priestman / Bullet Points Monthly) "Break through the glass—this is Prey’s first lesson. To escape the counterfeit reproduction of Morgan Yu’s apartment you must introduce a wrench to the windows. The glass shatters on impact to leave an irregular shape, cut in jagged lines, tearing a hole into the otherwise convincing simulation of a city held within the windows."
Overwatch’s loot box system is Blizzard’s true masterpiece (Nick Statt / The Verge) "More than anything, the anniversary event illustrates why Blizzard’s business model for Overwatch is such a successful departure for multiplayer shooters — and how it could become the gold standard going forward."
The Killer Groove: The Shadow AI of Killer Instinct (AI & Games / YouTube) "In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI."
'Fallen London' and the secret to writing an infinite gothic game (Jessica Conditt / Engadget) "Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
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 history of Nolan Bushnell's Chuck E Cheese arcade restaurants, the backstory of Fallen London, and lots more.
Just a quick update this week, because I have to pop out of town for the weekend, but a small anecdote. I was consulting a very nice lawyer on something this week, and everything went great.
But on the way out - he knows I work around games - he said 'Just one thing - how do I get a NES Classic?'. Sigh - supply and demand fail on the highest scale, there. :P
- Simon, curator.]
-------------------
Game Freak Is More Than Just A Pokémon Developer (Brian Ashcraft / Kotaku) "Game Freak is best known for one thing: Pokémon. But while they created the iconic franchise, Game Freak isn’t afraid to let its developers get their sea legs making non-Pocket Monster games on non-Nintendo hardware. That’s why, in the past few years, Game Freak has released a number of totally original titles on platforms you might not expect."
Fostering VR teamwork in 4-player Star Trek Bridge Crew (Phil Hornshaw / Gamasutra) "As a Star Trek fan, it’s hard not to get excited about the chance to slip on a virtual reality headset and find yourself manning a station on the bridge of a starship. That’s what Star Trek Bridge Crew offers players, at least at first."
Clark Tank: Steam trading card changes, Steam Prophet, and Dead Cells! (Ryan Clark / YouTube) "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. Huge thanks to Ed Freitas taking the original stream and editing it down to create this video! [SIMON'S NOTE: thanks to Ed & Ryan for switching to the most recent streams for the Twitch to YouTube concatenated versions!]"
The Hunger Artists | Little Nightmares (Zach Budgor / Heterotopias) "Svankmajer was on my mind as I played Tarsier’s Little Nightmares, a macabre platformer about Six, a young girl making her way through the knotted bowels of a steamship called the Maw."
Failure to Fame: How Dishonored Saved Arkane Studios (GameSpot / YouTube) "In part 1 of a 3-part series, Arkane discusses their struggles to find success for 12 years, how Dishonored propelled them into the limelight, and helped revive immersive sim RPGs. [SIMON'S NOTE: Also see Part 2 & Part 3 of a v.neat series.]"
PlayStation U.S. boss reflects on birth and rebirth of PlayStation (Brian Crecente / Polygon) "In 2014, riding high on the successful launch of PlayStation 4 and a surprisingly positive, surprisingly unanimous reaction to its E3 showcase the year before, Sony made an unexpected announcement. Jack Tretton, the president and CEO of Sony Computer Entertainment of America and in many ways the face of that success, was stepping down."
Racing against collector creep (Jeremy Parish / Retronauts) "Contrary to many recent alarmist reports I’ve seen recently, Tokyo’s retro game stores aren’t completely a desolate wasteland of empty shelves. A few spots in nerd destination Akihabara definitely do have a sort of post-apocalyptic feel to them, but that really only holds true for the the heavily trafficked ones that everyone picks over… primarily Super Potato, and to a lesser degree the Mandarake Galaxy shop in Nakano."
The Casual (but Regal) Swipe: Creating Game Mechanics in Reigns (Francois Alliot / GDC / YouTube) "In this GDC 2017 session, Nerial developer Francois Alliot explains how the Reigns development team gave themselves a set of constraints defined by the swipe-based gameplay they were exploring to help create the tone they wanted to give to the game."
Robots, Pizza, And Sensory Overload: The Chuck E. Cheese Origin Story (Benj Edwards / Fast Company) "In May 1977, a new pizza place opened for business in San Jose, California. At the time, calling it “unique” might have been an understatement. The brainchild of Atari cofounder Nolan Bushnell - and, initially, an arm of that company - it featured entertainment provided by a cast of robotic characters led by a giant cigar-smoking rat with a bowler, buck teeth, and a Jersey accent."
The Complete, Untold History of Halo (Steve Haske / Waypoint) "Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D."
Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm (Bryant Francis / Gamasutra) "We wanted to learn a little more about how Heroes of the Storm tweaks and rebalances characters from other franchises and genres. Luckily, Kent-Erik Hagman, lead hero designer on the game, was willing to talk us through the process of conceptualizing, designing, and refining three heroes that show how Blizzard has put its own stamp on the MOBA genre."
Remodeling The Labyrinth (Jeremy Antley / First Person Scholar) "In October and November of 2010, thousands of copies of GMTs Labyrinth: The War on Terror, 2001-? made their way from warehouses in California to distributors and customers around the world. Focusing on the contemporary conflict known as the Global War on Terror, Labyrinth stood in contrast to standard historical fare offered to commercial wargame enthusiasts: conflicts in which dozens, if not hundreds, of years spanned the gulf between player and subject."
Finding Duskers: Innovation Through Better Design Pillars (Tim Keenan / GDC / YouTube) "In this 2017 GDC talk, Duskers creator Tim Keenan explains how his development process focused on building emotional states rather than features, refining the game's vision through experimentation, and building a clear player fantasy."
Internet Trends 2017 (Mary Meeker / Kleiner Perkins / CODE Conference) "[SIMON'S NOTE: this gigantic 355 page .PPT is awaited every year for the depth of its data analysis, and it's interesting this year that there's a big chunk about video games, starting at Slide 80. Some interesting data, some interesting - if perhaps debatable - comparisons of game features and tech innovations, and lots more!]
The Story of Runic Games | A Gameumentary Short Doc (Gameumentary / YouTube) "Gameumentary presents our debut short documentary, The Story of Runic Games. For the past few months, we've been working hard on this video, from our initial pre-production meetings last year, to our principal photography out in Seattle this past March, to the editing and tweaking that we've done just this past week--we've put everything we have into this short-doc."
Analysis: The Consequences of Reducing the Skill Gap (Core-A-Gaming / YouTube) "My best attempt at explaining what's going on with Street Fighter V's direction."
Breaking Out of Prey’s Glass Box (Chris Priestman / Bullet Points Monthly) "Break through the glass—this is Prey’s first lesson. To escape the counterfeit reproduction of Morgan Yu’s apartment you must introduce a wrench to the windows. The glass shatters on impact to leave an irregular shape, cut in jagged lines, tearing a hole into the otherwise convincing simulation of a city held within the windows."
Overwatch’s loot box system is Blizzard’s true masterpiece (Nick Statt / The Verge) "More than anything, the anniversary event illustrates why Blizzard’s business model for Overwatch is such a successful departure for multiplayer shooters — and how it could become the gold standard going forward."
The Killer Groove: The Shadow AI of Killer Instinct (AI & Games / YouTube) "In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI."
'Fallen London' and the secret to writing an infinite gothic game (Jessica Conditt / Engadget) "Writing a video game is nothing like penning a novel. But writing a never-ending, nonlinear, text-driven video game about a hellish alternate London stuffed with gothic intrigue and nearly a decade of backstory? That's a different beast altogether."
-------------------
[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