#maybe they need a role for game and discord updates separately...
Explore tagged Tumblr posts
Text
the new 'tag your post' popup is really annoying me now
#sleepy rambles#i think i just don't like popups or red alert icons or anything else of the sort on ky screen#but the only real thing out of those that annoyed me was like. constant discord @s#seriously though. one server i'm in. the admins ping everyone for like every little thing instead of just using the @here thing#maybe they need a role for game and discord updates separately...
1 note
·
View note
Text
How 2 RP
EDIT: I have edited the post a bit, since i looked it over and got some feedback from RPers. And i can now see that the original post was a bit unfriendly towards a certain group. That was not my intention to come over at all and i apologize if i offended some people that way. Here is hoping that the updated part is more neutral and appealing to those who want to start RP.
Introduction:
Hello everyone! My name is Masao, and i wanted to write a bit of a tutorial on how to RP. This will be in several chapters, and going over several things on how to make a character, certain terms,lore, handy links and more. If there is enough interest in this, and of course if it helps enough people, i will type and release more! If you feel like this helped you out somehow, or think that it can help others, please consider spreading the word, and getting this to someone who wants to set a first step into the RP world of Final Fantasy XIV.
Chapter 1: Where do i start?
Welcome to the guide on how to RP. You are probably wondering right now: Where do i even begin? Well, with this guide, we hope to get you started a bit.
So when it comes to RP, you roleplay a whole another character. Some people might be furrowing their brow now. As in, how do i even do that? Well, what i mostly do when it comes to mine, is:
I take inspiration from other games/movies/series.
Like for example...
Take Masao here. A Xeala who has been Reincarnated into a Dotharl. A grumpy man who has a hidden kindness to him. He does not know Eorzean well, but his favorite Eorzean word so far is ‘‘Fuck.’‘ Sounds familiar? Because its based off Geralt of Rivera! You don't have to copy a total character of course. You could take bits and pieces to mold your very own. When it comes to playing someone, there is only one super important rule. And that is:
Play what you enjoy, not what others enjoy.
When it comes to RP, there are people who may play differently from how you RP. This has to do with Lore.If you wish to know more about lore, i would suggest looking at this link. And people always look different to it. Some people might want to abide by lore without any bending it. Some might enjoy the lore bending by a bit and some might even not abide to the lore at all. Whatever you choose, is totally up to you, as long if you can respect the aspect of what ones chooses. When it comes to roleplaying in groups, its mostly give and take. But when you work together, and mold it into something, it can be super fun and rewarding! You could get character development, or even friendships! But stick true to your own believes, and RP with the people that find your charachter enjoyable. Because after all...
Its your character.
Now, when it comes to in game RP, there might be some terms that confuse you, or how to do certain things. Let me help with that! Lets go over the most important things:
IC: This stands for In Character. This means that whatever happens IC, stays IC. So if someone calls you a asshole IC, that does not mean they think that you as a person are one. Your own actions are the same, they are all bound to your character, not meaning you as a person would do that. What brings us to our next term..
OOC: This means what we are now! How i am typing and talking to you. It stands for Out of Character. When it comes to this, there is one rule that you must always abide to, no matter what. Keep IC and OOC separate! This is important! It's mostly important because a lot of people tend to mix them up. What you should NEVER do. What happens IC, stays IC, what happens OOC, stays OOC.
MRP/ERP: A lot of people have this in their search info. So let me go over some of the terms. MRP stands for Mature RP. This means that the themes that they RP, are meant for mature audiences. Think of like blood, murder. Like a mature movie or game. That is what you can expect from that. ERP...Well, you probably mostly already know. But let me go over it briefly. It stands for Erotic Roleplay, and contains well..That. There might be some people who are only focused on this when it comes to RP, if that stuff makes you uncomfortable, don't do it. You really don't have to ERP to get the best RP experience or whatever. Do this only with people you trust, or with your SO. Or don’t at all! Its totally up to you.
ParaRP: This refers to people who write in Paragraphs. There is also Semi-Para. Or Multi-Para. Some people who RP write long walls of text, or write very little. Everyone has their own style of writing. Do what fits you the best! Here are some examples.
Semi Para:
Masao walked through Gridania as the sun shined on his black scales. He squinted towards the sky and let out a little huff. Seems like today was going to be a warm day, but a good one for a adventure or two.
Para:
A sudden memory flashed before his eyes. A lonely house stood in a filed. It seemed abandoned by all local life. Masao entered the little shed and looked around. No one, as expected. He thought to himself. But in the blink of a eye, the shed caught aflame. He was surrounded by fire. Voices were heard around him. ‘‘You deserved to die.’‘ A voice rang out. ‘‘We should have never taken you in.’‘ Another one called. And as it all played out, Masao was suddenly back to his senses. Was it something from his past life? Or was it something that was yet to come?
Those are most of the things you need to know! Now lets go over some extra in game things that you might would like to know:
If you wish to make a custom emote in FFXIV, you start a post with /em. So for example: /em looked towards the Miqo’te and gave a little nod.
When your character talks, this is mostly done with ‘’. A example: ‘’Yes, i think a drink would be fine.’’ There are some races who talk in another language. This is mostly done with <’’> Or with [’’] So it would look like this: <’’I don't know if this Eorzean can understand me.’’>
A lot of people in FFXIV have a certain RP tag above their head. If you wish to turn this on, press the O button on your keyboard (Or whatever button you have bound to the Social tab. It will look like this: If you are in that tab, you also see a little text bubble next to your name (You only see this if you wrote something down.) You can put a little description about yourself! To change this, simply right click on your own name, and select: Edit Search Info. Now, you will see some new options. A Search comment down, where you can edit your little description of yourself, and a dropdown menu that says Online, Busy, Away from keyboard and such. And down there, is the option Role Play! And there you have it! Now you have the RP tag next to your name. You also may be seeing a lot of people walk around. You can do that by pressing the / button. That was my chapter one of How 2 RP. I hope it helps you, and if you have any questions or need some more tips, let me know! You can either send me a question here, or you can add me on discord: Masao#2913 and i can help you there too. And just remember: RP might be a bit scary at first, but the community in here is so amazing and helpful, i am sure they would accept a new RPer with open arms. My tip would be to if you start with RP, try with One-on-one RP first, with your friends, your FC members, maybe even your lover. So you can get a feel for it, and so you can find out if you really like how your character is. Maybe you want to change something a bit, or maybe you even want to change them completely. Go what feels right, and what makes you happy. Thanks for reading, and i hope that you have a nice day!
#rp#ffxiv rp#how to rp#rp help#ffxiv balmung#FFXIV#ff14 FFXIV#ff14#ff14 rp#ffxiv crystal rp#crystal rp#ffxiv xeala#help#IC#OOC#ffxiv lfrp#balmung lfrp#ff14 lfrp#lfrp crystal#lfrp balmung#lfrp#ffxiv shadowbringers
61 notes
·
View notes
Text
Hitchhikers' guide to fun in fighting games
Last updated: 2019-02-11
Introduction
The fighting game genre is a very complicated and demanding one. Once one of the main genres of the medium back when arcades were the home of video games, are now a niche genre with a relatively small player-base at most and no players at all at worst. The truth is, most people don’t enjoy fighting games or can’t get far enough into them to enjoy them. And from that comes the goal and scope of this guide: to try to help people enjoy fighting games. There are plenty of fighting game guides all over the place, from generalist guides on how to play fighting games down to guides on how to do very specific advanced mechanics. However, I feel like most if to all of them focus on teaching what you are supposed to be doing instead of teaching how to think, improve and learn. I personally have a grudge with most of these guides, specially the ones explaining character, but that’s a topic for another moment. So in this guide, the main objectives to cover are:
Obtaining “intentionality”, i.e. playing with intention, clear reasons and objectives behind your actions as opposed to simply randomly input moves or “mashing”.
Developing a healthy mentality
Learning how to learn further
Have fun
This guide is not a guide about how to be good at fighting games, but how to understand them in order to enjoy them. The development of your skills is something that belongs further down the line and that is meaningless if you can’t enjoy the game. This guide is also oriented to those who do not feel any interest in fighting games or that are trying to enjoy them but they seem not to be able to do so.
1. The materials: what to play and who to play
Before you can do anything, you will need materials to work with. In this case, we need a game to play and a character to play with. But how do you choose? Fighting games nowadays are making a comeback and many, many games are coming out every year. Where can one start? Are there any games that I must play first? Well, underneath the “fighting game” label there are a handful of sub-genres and, while it might not seem like it to the untrained eye, most of them are incredibly different from each other within the same sub-genre. However, the things that make a fighting game such define a set of skills known as fundamentals. The fundamentals consist in a series of skills related to space and timing. They are very simple ideas that will have a central role in this guide. This simple concepts are harder to apply as the games get more complicated. Because of that, any fighting game should serve you well, however, there are other factors to take into account. If you already have a game you want to play and/or a character you want to play in that game you may skip this part, though you may be interested in what’s “out there”.
1.1 Picking a game
The first thing we will take into account is the style of the game, and for that, we will take a look at the sub-genres.
Img.1. Rough classification of the subgenres
The first separation is the 2D vs the 3D. 3D games in general tend to be simpler with their mechanics, with most if not all characters using exclusively melee attacks, though by the use of a third dimension and more spacial propoerties on their moves they tend to flesh out more the fundamentals. The biggest drawback for this genre is that these kind of fighters include dozends of predefined strings of moves per each character, making it a big task of memorization. They are slower paced and less chaotic but also require more effort put into memorization. Because of that, these games are notably less thrilling to learn from the ground up. Within the 2D fighters there are way more unorthodox approaches and mechanics, with games that become more and more hectic and can be more confusing at first but can become way more enjoyable once you overcome the barriers that this guy will be trying to surpass.
The classic fighters are the slower ones and the ones that take the most out of Street Fighter II, the game that established the standard for fighting game design. On top of being slower, the lack of unorthodox mechanics puts a bigger focus on the fundamentals though they are less varied and/or exciting as a consequence of limiting the mechanics. This is usually the recommended starting point as historically Street Fighter is the starting point of many players and the genre as a whole. It’s the perfect choice for anyone who prefers start with smaller goals before tackling the big ones. Regardless of their simplicity, these classic fighters still provide a pure fighting game experience and can be really enjoyable by themselves.
The anime fighters also known as air dashers are characterized by their crazier mechanics, fast movement and as the name indicates, anime aesthetic and the ability to dash in the air. These games are faster, more exciting, more varied but also more complicated and at the beginning more confusing. Personally, I started with Guilty Gear and it has been my main game since. It’s a tough start but their variety allows you to play your own way and be creative, as opposed to the more streamlined design of classic fighters. This is a great starting point if you want to maximize fun and experimentation without fear of heading to a tough start.
Finally, the tag fighters are those that, while having the characteristics of the other 2 sub-genres, they add a key, game changing feature: assists. In these games, you pick a team of characters as opposed to a single one, and the characters that are not on-screen can be called in for an assisting move. These games are the most chaotic of the bunch, usually the worst balanced as its team design makes them harder to design, and also the ones that fade the fundamentals the most. In games like Dragon Ball FighterZ, the role of spacing is heavily underplayed due to how combos and hit-boxes are made. This one is the only genre I wouldn’t recommend as an entry point, not only because of how hectic they are but also how unbalanced they are. In general, tag games will require you to play the best characters in the game to actually have a decent experience, as other characters become a straight up handicap. If you want to go for it, you have been warned.
Based on this, it’s up to you to decide what suits you better.
Once you choose a sub-genre it’s time to choose a game. Aside from just gut feeling (maybe Guilty Gear’s graphics caught your attention, or maybe you are a huge DC fan and want to play Injustice) there are 2 things to take into account. First, is the player-base size. Unfortunately, the niche status of the genre makes it so not every game has enough players as to offering the possibility of just finding online matches via the game’s networking system (i.e. without using other systems to find players such as forums, Discord, etc.). Because of that, you may prefer one of the more populated games, which in this case, and by genre, are:
3D Fighters: Tekken 7, Soul Calibur VI
Classic 2D fghters: Street Fighter V
Anime fighters: Guilty Gear
Tag fighters: Dragon Ball FighterZ
Furthermore, you may want to take into account the kind of player-base a game has. A rule of thumb is that the most populated games have the more varied range of skill levels. You don’t want to really fight against people of your level, but you probably don’t want to get destroyed by veteran players either (or maybe you do, I personally don’t care). So if you still decide to go for a more niche game (and that’s great) be aware that most people there will really know how to play it.
1.2. Picking a character
With time, you will start learning what in a character clicks with you and what doesn’t, to a mechanical level. If you lack any experience, which if you are reading this I assume you don’t, you most likely won’t be able to tell just yet. So for the completely new player, it is a matter of trial and error. Once you get your fresh new fighting game, you go into training mode and take a look at the cast and just pick whoever gets your attention. You try it out a bit in training and if you don’t feel comfortable, you go to the next most interesting one. If none of them seems to click with you, which may happen, just go with the first character you picked and play with it. Give it a bit of time. If it still doesn’t work, go for the next. Eventually you will get there. For what this guide is concerned, just pick the one that peaks your interest and go with that, as this “evaluation” should be done once you know what this guide is trying to offer.

Img. 2. Guilty Gear Xrd Rev2’s select screen
You like the awesome pink haired, amputee samurai? Go for it. A common approach people take in similar (but not quite equal) guides or newbie-oriented recommendations is to pick the “main character”, or “poster character”, which is most likely a character archetype known as “shotokan” or “shoto”, which is, in simple words, a character that derives from Street Fighter’s Ryu and is considered the basic character that embodies the fundamentals of the game. However, as fundamentals are an inherent part of any fighting game, you will always have fundamentals in some extent. While it is true that some focus more on it than others (e.g. Guilty Gear’s Jack'O uses algorithmically controlled minions that move on their own), there’s always some to the character. For the purpose of fun, any character is valid. But do be aware that the fundamentals are skills that are shared between all fighting games, and learning such skills first is really helpful on the long run. But what exactly are the fundamentals? That will be answered not far down the line.
After this, you now have your candidate for a main character and can start getting into the core of the matter.
2. The search for intentionality: Understanding fighting games
As such a complicated genre, there’s a considerable amount of information to be learnt, and that’s not counting move-lists, combos and setups, but general ideas about space, timing, movement, possible states and other things of the sort.
And between all this information comes the fundamentals. This term that you will see and hear over and over again when discussing fighting games is the key set of skills involved in the proper play of fighting games and can be reduced to one umbrella skill: controlling space.
2.1. The fundamentals: Space and time
To get a grip of the fundamentals, there’s 2 things that should be understood: frame data and hit-boxes. So I’ll explain what those are about without getting into too much detail, as that is not necessary until you are already waist deep into the genre.

Img.3. Big Band’s hit-boxes for one of his moves in Skullgirls
‘Fundamentals’ are a matter of time and space. Hitboxes are the ones that provide the space. These are present in one whay or another in basically every game you get your hands on. In the case of fighting games, these are usually rectangles with different types associated to them that dictate what can hit or be hitted. Fundamentally, it is the representation of your body as a character, but simplified for the calculations.
On the other hand, frame data is the main source for the time element. Each attack has 3 different phases: startup, active and recovery. That means that they take some time to start, are able to hit for some time and then they have to recover. Unlike other genres, this recovery is portrayed only by animation instead of a cooldown. Another factor in time would be the speed of projectiles and their position, but that’s a story for another day. So, knowing that, we can begin to study our game and character. And here is where the approach this guide is trying to follow becomes apparent. The goal is to teach you how to think like a fighting game player, so you are able not to play, but to learn to play whatever game, whichever character. So now that we have this fundamental piece of knowledge, we can try to answer the most basic yet important question: The fight starts, what should I do?
The first, just as basic, answer is: You have to hit the opponent and avoid getting hit.
Now, everyone gets that far. What most people, however, don’t do, is taking into account the properties of space and time mentioned before and elaborating their game-plan based on it. They approach the game blindly and, because of that, the game gets reduced to “get close and press buttons to hit, go away not to get hit”, or some other basic strategy of the sort.
Here instead, we want to learn what do we have and what the opponent has. Each move reaches so far, takes so much to hit and takes so much to let you move. And so do your opponent’s moves. This is the data we want to know and with which we want to work. The proper use of this kind information is the fundamentals.
Let’s then answer the question with a bit more detail. We want to hit, and as a consequence we want to be within the range of our attacks. However, we don’t want to get hit, so we would want to be outside of the range of our opponent’s attacks. Depending on the characters you may find that you have moves completely outside of the opponent’s attacks, but a lot of times this is not the case. With this information, you should be able to infer which range should be the ideal.
However, this rabbit hole goes a tad deeper. As it can be seen in the image before (Img.3.), attacks generate hit-boxes that hit the opponent, but also alters your hurt-boxes, which can be hit. Most of the time, these roughly follow the shape of your characters body and wherever there’s a piece of your character there will be a hurt-box to hit. However, this is not always the case. Some moves have hurt-boxes or hit-boxes that do not follow what the eye sees, sometimes intended but sometimes accidental. This generates attacks that can hit behind you even though it looks you hit forward, or can’t be hit on the top half of your character’s body. These properties can be exploited with some cleverness, but are not always shown (Japanese fighting games usually do not show any information of the kind). Nevertheless, this is a final piece in this beginner’s puzzle of space.
Now, how about time? Some attacks hit quicker than others, and some recover faster. This has a series of consequences. In first place, faster moves are less likely to be countered, as there is less time to do so, and slower moves could be countered even if they have a long range, due to the opponent potentially being able to get close in the meantime, or to give your opponent a better chance to hit you if you miss; the latter is call whiff punish and will be really important further on.
This, combined with the space related ideas explained before, leads you to associate certain moves to certain situations, which eventually will lead to a bare-bones game-plan. Applying this knowledge correctly, you are now pressing the button knowing that it will do X move, for Y reason. Be it the range you’re at, the hurt-boxes it has giving you a better chance at hitting a character jumping at you or just being the fastest move in the range you’re in. At this moment, you already are gaining intentionality, even though there’s much to learn, applying this knowledge will stop you from button mashing and will have you thinking while you play, which is key to start having fun.
2.3. Defense: safety and punishment
Fighting is not all about attacking. Every fighting game has at least a blocking mechanic (though some games may offer multiple ways of blocking). Blocking lets you get touched without receiving damage (although some categories of moves may result in residual damage called chip damage). Blocking and getting around it is a key dynamic in fighting games that deserves its own section.
Blocking not only prevents damage, but also reduces the stun you take. Each move in a fighting game produces a specific amount of frames of stun in hit and a separated amount on block. The consequence of this is that some attacks may guarantee a successful hit to that who blocks the move. This kind of guaranteed hit is called a punish. This will alter your approach in many ways, the first being that you want to avoid attacks that leave you open, or “unsafe” attacks.
But how do you deal with a blocking opponent? In general, fighting games have 3 types of attacks: low, mid and overhead. Lows can only be blocked crouching and overheads only standing, while mids can be blocked either way. Thus, the most basic way is to alternate between heights in order to make the opponent miss the height when blocking. However, depending on the game there may be different ways. Throws are a common mechanic that lets you break other’s defense, but there are some other game-specific mechanics and properties.
As an example, in Blazblue there’s low and high blocking, air blocking, then instant blocking and barrier for all heights. The height rule still applies on the ground, but some moves are blockable or unblockable on the air in a per-case basis. As for attacks, it offers the 3 heights, different air-blocking properties, throws but also a move that can only be blocked with barrier.
<<img src="https://64.media.tumblr.com/959cf3f654ce5b7e67d9ed3f9babd8a8/tumblr_inline_pjoyv2z4LE1w3m3ig_540.png" alt="image">
Img.4. Different ways of blocking in Blazblue
Blocking is the safest action you can perform, as crouch blocking will usually cover most attacks in 2D games (this does not apply in 3D games like Tekken). So it’s a good thing to do when in doubt on what will happen next. Some situations may force you to block due to the time factor. With that in mind, you can use blocking for safety but also in order to look for a chance to take the leading hand in battle.
2.4. Footsies: applying fundamentals
Ideally, the information provided up until now should allow you to understand the genre and piece things together in order to figure out how to play with a bit of time and practice, leading you to learn the genre and then the specifics of your game and character, alongside any future fighting game you play. Nevertheless, I still want to provide a general look at how the fundamentals usually work out in matches with a one to one environment (i.e. not a tag game).
“Footsies” is the term used for the scenario in which both players are in a neutral state, at a considerable range and not blocking or getting hit. This is the state in which all rounds start.

Img.5. Neutral state in Guilty Gear Xrd
At this point and at this distance many things can happen. There’s a bunch of moves tey can perform, they can run, jump, backdash, etc. From this point you want to safely get to your desired range, if you are not already in it. But also, fighting games are played by two people, so you know the opponent wants to get in their own range.
In this specific scenario, you don’t want to attack straight away but you don’t to back off either. Dizzy is a long range character that will most likely try to back off first then try to get an opening with projectiles. You, as Elphelt, mostly work in mid-short range, so you want to get in as soon as possible so Dizzy can’t start filling the screen with projectiles. However, Dizzy has some moves with very serious range but quite slow and long lasting, so you can wait blocking for a bit to look for the retreat or an attempt at stopping you.
If Dizzy tries to attack and fails, not hitting anything, you get a chance to whiff punish, i.e. hitting the opponent before the have the chance to recover from an attack that didn’t connect. Whiff punishing is better than regular punishing in that, since you don’t get any kind of stun, the window is way larger; also, most games won’t let you cancel the animation for an attack that whiffs, so there’s no way for them to save themselves, except for some meter consuming mechanics for some games.
If Dizzy backs off with an air dash, you can try to catch her, aware of the range of her air normal moves. If you don’t, you are in her range and will have to work to get in your range again. From afar, she can cover a lot of the screen with the projectiles to keep you away and, upon hit, capitalize on it with a combo.
Finally, if you remain in range, Dizzy has the problem that her normal moves can’t compete with yours, she has to be careful with what she does and either take the risk and hit you or try to find an opening to punish you and/or run away.
Now, how about characters that work in the same range? This is a common situation in more footsie-based games, like Tekken or Street Fighter. In those games, specially Tekken, most of the characters work in similar ranges and their long range possibilities are limited or non-existent. In that kind of scenario, the key lies in playing with the range, getting in and out of range, looking for the opponent to make a mistake and whiff. That’s for most people the “purest” form of fundamentals.
2.5. The fighting game attitude
A very common issue I’ve encountered when introducing people to the genre is the attitude or mentality they go in with. They expect relatively immediate results, i.e. to win soon, very soon in fact. Usually, they expect to win in the first or second session of play.
For many reasons, that is not possible in a fighting game. Not only is it a very niche genre, but also very standardized. These fundamentals that apply to any game make it so any experienced player has better results at first even if the game is a brand new series. Completely new players are scarce and so it is an uphill battle.
The core of the issue with the general mentality is that new players do not get satisfaction from the game without winning. And for this a very important idea has to be settled: One must learn to enjoy the satisfaction of improving. Fighting games are one of the genres with the best and most organic sense of progression there is. By organic, I mean that it is actually you progressing as a player, as opposed to in-game variables. Even if you keep losing, it is very easy to see the progress and improvement done over time. Learning to appreciate this improvement within the losses is a key component of the mindset.
You’ll lose, but you’ll lose better every time.
This leads us to the second key aspect of a good fighting game mentality: Learning is fun.
Such a deep and complex genre is daunting, sure, but also wonderful. With so many tools and options under your belt, fighting games (some more than others) give you the chance to explore new ideas, elaborate solutions to problems you find along the way, and discover things no one knows about. This is on itself a great source of fun that under the wrong mentality might seem like work, but they offer fun of its own as if they were puzzle games or engineering games (such as Besiege). Considering this, fighting games become a way more diverse and interesting experience that extends the already intense fighting core even further.
3. Going forward
Now that you have the information to have a basic idea of what you are doing, what will go next?
Well, there’s plenty of things. Of course, the first is practice. Also, as this guide is really generic, there will be a series of game and character specific mechanics that you will have to learn and figure out on your own. And that’s the fun part! Play, train, experiment, think; you can do whatever you want, there’s no teammates expecting you to play a certain way. See what works and what doesn’t. If there’s something that gives you problems, like a move or a situation, go into training mode and investigate how to get around it. At this point you have all the tools you need to start and figure stuff on your own. Or maybe you have an idea for some use of a move that has never been used before and you can experiment in training mode.
As an example, there’s a really common thing to do called a “cross-up”. In most fighting games, blocking is performed by holding the opposite direction to that in which the opponent stands. However, what happens if you can jump over the opponent and hit it from behind? Many moves hit so far behind you that they allow you to do that. In that scenario, the opponent has to react and change directions, so it is an alternative way of breaking someone’s defense. In a genre as complicated as this one there’s plenty to learn but also plenty to discover. So go crazy.
Fighting games, however, are a hard genre, and a lot of losing is to be expected. But with time you will start to lose better and, eventually, starting to win. And that is the best feeling ever. So don’t feel discouraged.
Appendix I. On guides and online resources
As I said before, I have a grudge against character guides. But why? For me, they are an obstacle for the proper learning of the character, the game and the genre as a whole. They are in part the inspiration for this “guide on how to learn”. They set a specific group of instructions for you to follow. They don’t encourage you to figure things out, think or experiment; but rather, to follow an algorithm. What it’s worse, it makes you follow someone else’s plan instead of doing your own, which makes the game less playing and more performing a task. However, what is really useful is pure data. Frame data, descriptions of mechanics, hit-boxes, etc. Where do you find that? Most modern games include a tutorial, but they are somewhat limited as a lot of the game knowledge is discovered after launch by the players. So, here are some valuable links:
Dustloop Wiki: For the biggest anime fighting games.
Shoryuken Wiki: For the biggest classic and tag games
Infil’s Killer Instinct Guide
Mizuumi Wiki: For the very small anime games out there
Tekken Zaibatsu Wiki
3 notes
·
View notes
Text
List of AUs
Since y’all really seemed to like my Cross-Time Doctors AU, I might as well share the list of all the AUs I’ve come up with thus far!
If any of the AUs interest you, just pop an ask in my inbox sharing the name of it and I can go into detail of it!
Some AUs are more creative than others. XD
[Under a cut because long list is long]
Cross-Time Doctors AU - [Post] Pidge and Lance are doctors of different times that become connected through death.
Galra Prisoners AU Lance, Keith, and Pidge become prisoners of the Galra Empire and forge strong, essentially romantic bonds with one another as they question if they’re ever going to get rescued.
Dance Competition AU Pidge and Lance are old friends that end up in a Dance Competition TV Show and end up partnered up with Keith and Allura respectively as both groups compete for the prize.
Hockey AU Focuses on the struggles of the hockey team “The Voltron Lions” as they not only work to beat their rivals, “The Daibazaal Galras,” but also as they try to figure out the strange feelings that have formed between Team Captain Shiro and his right-hand man, Keith.
Long Distance AU - [Post] Friends separated by distance and joined by things like Skype and Discord, our beloved Team Voltron is now a bunch of friends scattered around the world.
Ghost Adventures AU The title says it all! Some of the members of Team Voltron have been placed into the roles of Team Ghost Adventures. Spooky shit shall occur!
Greek Mythology AU An AU that Tama helped me create, Lance is a mermaid/siren that falls in love with a Forest Nymph (Pidge). The Nymph’s friends a centaur (Shiro), a satyr (Hunk), a fellow nymph (Allura), and a male harpy (Keith) are not too pleased with this arrangement.
Karakuri AU Loosely based off of the Karakuri Series, Lance and Shiro are officers in the Altean Army. When the Altean’s greatest enemy, The Galra, create new cyborg/superhuman weapons to take them down, Lance will have to come face to face with an old friend while Shiro will have to encounter a man he met while imprisoned.
Soulmate Dream AU - [Fic] Soulmates share the same dreamscape as one another and can meet and interact in it but will only remember the location when they wake up. Turns out, Pidge and Lance are Soulmates.
Photographer + Programmer AU Two college students with different studies, Lance and Pidge’s worlds collide with help from their mutual friend, Hunk. Soon, they’ll learn to see the world through each other’s eyes.
Split Mind AU - [Post] Somehow, Pidge’s mind gets split across five different realities! As she suffers from the new memories from these different realities, she finds herself clinging to the one constant throughout all of them, Lance.
MS AU Pidge suffers from MS while Lance stays by her side through it all.
Dancer Pidge AU Pidge is just your average college student with a colorful group of friends but she just is harboring a little secret. She just so happens to be a dancer at a rather interesting place. And, no, as she’ll say herself, she’s not a stripper.
WWII AU When Pidge’s brother enlists to fight in such a deadly war, Pidge disguises herself as a boy so he won’t go into the fight alone. However, she didn’t count on meeting Lance.
Pacific Rim (+ Uprising) AU Shiro was once a famous a famous Jaeger Pilot with his brother Kuron. However, after losing his brother and going into hiding, he is called back to service by Marshal Kolivan. There he meets Kolivan’s adoptive daughter, Allura. A powerful, yet naïve female, a bond is soon formed between them in this war.
Years after the war against the Galra was believed to be over, a new threat rises. Keith, another child of Kolivan’s who turned to a life of black market dealings after leaving the Jaeger Program, encounters a skilled hacker and mechanic by the name of Pidge who needs Jaeger parts for her self-made Jaeger, Rover. The encounter soon leaves the two arrested and with a choice: Join the Jaeger Program, or face prison time.
Pacific Rim Voltron AU An AU where everything is the same in the Voltron verse, however, the way the team pilots Voltron when it’s in the giant robot form is the same as how Jaeger Pilots pilot the Jaegers. Basically, their whole bodies are put to use.
Oblivion AU(s) Based on the movie, Lance/Shiro is Tech 49 on a Post-Apocalyptic Earth being guided by Allura and Honnerva (nicknamed Haggar) during his day to day tasks. That is until Pidge/Keith crash land on Earth and everything changes.
Edge of Tomorrow AU Can be seen two different ways as either Shiro being Bill and Keith being Rita or the reverse, but no matter the case, it’s up to them to save humanity from aliens that can manipulate time like a video game.
1950’s AU It’s the 1950′s and there’s nothing like a ragtag group of friends and mixed up feelings! Love is in the air in this diner hangout~
Drama Production AU Team Voltron does drama?! What kind of shenanigans will that ensue?!
Magic AU Modern-day witches and wizards tasked with protecting humanity from not only dark supernatural beings but also other witches and wizards? What could go wrong?
Dance Team AU That’s right! Team Voltron is now a Dance Team competing in competitions! Time to get the groove on~
Hamilton AU You can pretty much guess what this is. It’s my take on it though. ¯\_(ツ)_/¯
Youtubers AU Pidge and Lance run a Gaming Youtube Channel together and all sorts of silly things occur! They aren’t the only ones on Youtube though~
Extreme Stunts AU Based off of videos filmed by devinsupertramp on Youtube, Shiro and Keith have a strong taste for adventure along with the rest of their friends and set off to film their adventures as they travel around the world doing all sorts of crazy things!
Star Wars AU Not based exactly on the movies but taking place in the same universe, Team Voltron is a ragtag group of rebels doing whatever they can to fight against the Empire.
Gods and Goddesses AU Gods and Goddesses of the Elements and the people of Earth, our dear Paladins have a lot to deal with. (This has been done to death.)
Seasons AU Pidge, Lance, Keith, and Shiro are the actual embodiments of the seasons Spring, Summer, Autumn, and Winter. Managing entire seasons can be rather stressful.
Sven’s Verse AU - [ Plangst Story ] Basically my take on what’s going on in Sven’s Universe. Plance angst and Sheith fluff are very present there.
New Champion AU A different take on Voltron’s story where Pidge was also on the Kerberos Mission with her family and Shiro. While Shiro escaped, her brother was rescued, and her father was sent off to a work camp, Pidge was forced to become the Galra’s Champion to replace Shiro. She doesn’t disappoint.
Tron AU Kinda based on Tron: Legacy, Shiro goes missing for several years until Keith ends up at the arcade he was last spotted in. After being transported into a video game, he has to learn how to survive with the help of a couple of odd characters and the very man he’s been looking for.
Actors AU Yup. This is exactly what everyone else is doing. “What would happen if Voltron was Live Action and not animated?!”
Special Class AU A High School AU where all members of Team Voltron end up in a rather unique class that doesn’t exactly follow what the rest of the school is like.
Parasyte/Tokyo Ghoul AU Loosely based off of these two animes, Pidge and Keith become infected with a strange disease that gives them unique powers and abilities. Sadly, while they plan on using these powers for good, the others of their kind aren’t as nice and Pidge and Keith find themselves needing to protect those they care about.
Superhero AU Yup. Basic idea. Team Voltron as superheroes. Not like anyone has done that before. XD
Aerialists AU Team Voltron is a bunch of aerial artists in training. They all have different skills and different interests but maybe special connections can be formed?
Mental Reincarnation AU Remembering things from another life sucks, especially when you get the memories randomly. What shall our former Paladins do as they slowly remember the events of Voltron?!
Soulmate Voltron AU Legends say that only Soulmates can pilot the mighty Voltron. So, what do our Paladins do when they find out they’re able to pilot it?
Cosplayers AU Team Voltron is your average cosplayers that have grouped up to make some pretty amazing cosplays. They like to compete at cons.
Hanahaki Disease AU Pidge has a crush on Lance but he doesn’t feel the same way. God, does it suck to cough up these petals...
Dark Woods Circus AU Pretty much an AU based on the Vocaloid song. More torture for my poor beans~
Suasoculi AU - [Post] Pidge has been as Suassie for as long as she can remember, refusing to use the benefits of being one. However, when she meets a fellow Suassie by the name of Keith, she is tossed into a battle that she was never prepared for.
Year Walk AU Based on a short, old horror game based on Norse Mythology. A fic is in a WIP.
This list is always being updated as I think of more ideas. XD
#Pidgey Chatter#Pidgey Works#AU List#Water The Plance#Support and Protect#Beauty and the Beast#Cotton Candy#Pokemon Starters#Garrison Trio#Volcanic Love#The Rebel Princess#Rocky Love#Forged Bonds#Voltron#Voltron: Legendary Defender#��\_(ツ)_/¯
30 notes
·
View notes
Text
Voice acting update: Aaaa I know I've kind of been quiet on this front for a little bit but there's been so much going on. The role for the game I'm voicing is mom (lol called it). But so far for the demo I have over 100 lines and I just finished recording all of them last night and going through the ones I need to redo a minute or so ago. So that's super exciting & I'm so happy for this opportunity. There's also a podcast that I got an immediate response back when I auditioned about two weeks ago, but that doesn't close until the end of this month so we'll have to see 😊 Also, an audio drama I was cast as the main antagonist as well as the robot-siri like voice programming system😁 And the To The Moon dub should be up soon (or at least that's what the director said). I'm gonna post it here when I see it up cause if nothing else, it's an amazing story and I totally recommend everyone go play it. I auditioned for another podcast and the situation was odd. I recorded for two separate characters and they responded that they didn't cast me for either, but imo, and maybe this is the case and they didn't see my voice for the parts-don't you consider for other characters as well? "Oh you auditioned for Mary but I envisioned Sue to be closer to your voice, would you be interested in that role" kind of situation. It's not a big deal of course, I just found it like, odd. And there's some other podcasts in the works that I'm planning to audition for later as well. I never saw myself doing podcast stories, but I'm pretty intrigued to see what can come from it. And some of these stories are p great. The only thing I wish with these audio dramas was that all the VAs could collaborate and record on discord or some other platform. It's hard to read a conversation and assume it's going one way when someone else assumes it's going the other, or the tone is inappropriate for the scene etc. but I guess if I ever make it as a voice actor, I wouldn't have to worry about that haha
1 note
·
View note
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 a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
Another interesting week of longer-form 'things', and I've been ruminating a bit on how these videos and articles intersect in weird but neat ways with 'breaking news' or 'hottest games'. Seems like you'll get at least _some_ bleed-through - for example, this week we have Battlegrounds, Signal From Tolva & Night In The Woods again, all of which are newish or interesting releases.
But many of these pieces are evergreen & exist separately of the 'hot reactions' grind. Which is good. Exist too close to the 24-hour hype cycle, and you'll miss trends and more thoughtful takes like some of these good folks. VGDC aims to reverse that. We hope you think we do a good job.
- Simon, curator.]
-------------------
Guild Wars 2’s art style passes from father to son (Philippa Warr / RockPaperShotgun) "Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel."
We’ve been missing a big part of game industry’s digital revolution (Kyle Orland / Ars Technica) "Last year, the Entertainment Software Association's annual "Essential Facts" report suggested that the US game industry generated $16.5 billion in "content" sales annually (excluding hardware and accessories). In this year's report, that number had grown to a whopping $24.5 billion, a nearly 50-percent increase in a span of 12 months. No, video games didn't actually become half again as popular with Americans over the course of 2016. Instead, tracking firm NPD simply updated the way it counts the still-shadowy world of digital game sales."
Warren Spector believes games 'need to be asking bigger questions' (Alex Wawro / Gamasutra) "Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling."
A Rare Look Inside Nintendo (Otaku / Game Escape / YouTube) "This clip is an excerpt from the French documentary film "Otaku" by director Jean-Jacques Beineix from 1994. It appeared dubbed on German TV some time later, which is the version you are seeing here. It has, to my knowledge, never been released in English. The subtitles are my own. Content is the intellectual property of the original rights holders."
An Interview With One of Those Hackers Screwing With Your 'Black Ops 2' Games(Patrick Klepek / Waypoint) "He's not there to ruin your stats. He's there to sell you software that'll let you launch a DDOS attack from your Xbox 360. [SIMON'S NOTE: this is crazy - modded Xbox 360s that find other player's IP addresses and can DDOS them?! I had no idea.]"
Put a Face on It: The Aesthetics of Cute (Jenny Jiao Hsia / GDC / YouTube) "In this 2017 GDC session, Hexecutable's Jenny Jiao Hsia explains why cuteness as an aesthetic may be worth exploring for developers who want to push against current trends in game design."
Proc. Gen. and Pleasant Land | Sir You Are Being Hunted (Robert Seddon / Heterotopias) "It was a perfect rustic idyll, in its way. Perfectly lovely, nestled between the grassy fields. Perfectly quiet, as only dead places can be. Perfectly still, because a player careless enough to create a disturbance might attract the robotic hunters. Big Robot’s Sir You Are Being Hunted had, through the digital governance of its landscape generation algorithms, somehow perfected the British countryside."
How video games were made - part 3: Marketing and Business (Strafefox / YouTube) "In this final chapter we cover the business side and marketing of 8 and 16 bit games. [SIMON'S NOTE: Lots of archival footage in here & SO much work cutting it all together - and the other entries in the 'how video games were made' series look pretty good too!]"
Video Games Are Better Without Stories (Ian Bogost / The Atlantic) "A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck. In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. [SIMON'S NOTE: lots of responses to this all over the Internet - here's a couple of good ones from the Waypoint folks.]"
'Burnout' Series Creator Talks Remaking Crash Mode for 'Danger Zone' (John Davison / Glixel) "Spend longer than a few minutes talking with fans of driving games about which series they'd love to see revived, and invariably someone will bring up Criterion's Burnout. Unlike contemporaries that were leaning harder into realism and officially-licensed cars as a response to games like Gran Turismo, the first Burnout – released by Acclaim for PlayStation 2 in 2001 – was unapologetically action-focused."
Famitsu Special Report – The Mystery of TOSE (Famitsu / One Million Power) "This is the real story behind TOSE: The game development company that’s been making games for nearly 38 years (since 1979), but hardly any gamers know. [SIMON'S NOTE: Brandon Sheffield covered TOSE for Gamasutra back in 2006, but by and large, they've been PRETTY vague about what they work on - which is fascinating.]"
How Three Kids With No Experience Beat Square And Translated Final Fantasy V Into English (Jason Schreier / Kotaku) "One day in the late 1990s, Myria walked into the Irvine High School computer room and spotted a boy playing Final Fantasy V. There were two unusual things about this. The first was that Final Fantasy V had not actually come out in the United States."
Night in the Woods is Important (HeavyEyed / YouTube) "An analysis of the recently released game - this video contains very minimal spoilers but watch at your own discretion.."
Designing the giant battle royale maps of Playerunknown's Battlegrounds (Alan Bradley / Gamasutra) "For Brendan "Playerunknown" Greene, the creator of Battlegrounds, the vision for his game world was born from extensive experience creating and manipulating environments that direct players to play his games the way he intends them to be played."
All We Have Is Words (Matthew Burns / Magical Wasteland) "Sometimes I give the impression of knowing Japanese, but I really don’t. I have no claim to it. I never made a real study of the language, I don’t know kanji and thus can’t read at all, and even in speech I can’t exchange more than pleasantries or the most rudimentary logistical information. [SIMON'S NOTE: I believe this is a subtle 'subtweet'-style article response to the recent Persona 5 translation furore? Maybe?]"
Changing the Game: What's Next for Anita Sarkeesian (Laura A. Parker / Glixel) "Anita Sarkeesian’s talk at this year’s Game Developers Conference in San Francisco falls at an unfortunate time: 10am on the last day of the conference – a Friday. Most attendees – a mix of indie programmers, mainstream publishing teams and media – are still bleary eyed from the night before. And yet, at five-to-ten, the small room on the third floor of the Moscone Convention Center is standing-room only."
The quest to crack and preserve vintage Apple II software (Leigh Alexander and Iain Chambers / The Guardian Podcast) "Why has the quest to hack old Apple II software become the best hope we have of preserving a part of our cultural history? How do these floppy discs – still turning up in their box-loads – shine a light on the educational philosophies of the 80s? And do a new generation of gamers risk losing whole days of their lives by playing these compelling retro games in their browsers?"
Video Games Help Model Brain’s Neurons (Nick Wingfield / New York Times) "Since November, thousands of people have played the game, “Mozak,” which uses common tricks of the medium — points, leveling up and leader boards that publicly rank the performance of players — to crowdsource the creation of three-dimensional models of neurons."
Longtime 'Star Citizen' Backers Want Its New Referral Contest to Die in a Black Hole (Leif Johnson / Motherboard) "Developers of multiplayer video games often host referral programs encouraging existing players to recruit their friends for a boost in cash flow, and in that regard, the new referral contest from Star Citizen developer Cloud Imperium Games isn't much out of the ordinary. The same can't be said of the reactions from the players themselves."
Localization Shenanigans in the Chinese Speaking World (Jung-Sheng Lin / GDC / YouTube) "In this 2017 GDC session, IGDShare's Jung-Sheng Lin discusses a wide variety of possible issues that can arise when undertaking Chinese localization for your game. These problems include grappling simplified vs. traditional Chinese, naming problems, UI & fonts, and China-specific policies that may relate to localization, political implications, and more."
Good Game/Tech/History Youtubers (Phoe / Medium) "[SIMON'S NOTE: this got birthed after a conversation I had with Phoe in the Video Game History Foundation Discord chat - he watches a lot of good retro/interesting YouTube, and there's a number of recommendations in here I was unaware of!]
Red Bull TV - Screenland (Red Bull TV) "Plug into the fresh stories within the world of video games and game design. The personal tales, wild new developments, and unexpected genres shed new light on what gaming means in the world now and what it could mean in the future. [SIMON'S NOTE: this is an entire _season_ of gaming documentaries, including with Frank Cifaldi (Video Game History Foundation), UK cult classic Knightmare, and lots more.]"
Tim Schafer tells the story of Amnesia Fortnight (Philippa Warr / RockPaperShotgun) "“I started feeling a little bogged down by the scope of [Brutal Legend],” says Tim Schafer, founder of Double Fine. “It was really huge and I felt like the team had been doing it for a long time and had a long way to go yet. I felt like they needed a break.” That break was Amnesia Fortnight, a two week game jam during which anyone at the developer can pitch an idea and, if it’s selected, lead a team to turn it from concept to working prototype."
The Signal From Tolva: The Best Game Ever (Matt Lees / Cool Ghosts / YouTube) "New video! Matt dives into a spooky robot world, to talk about some of the cool design aspects of The Signal From Tölva. [SIMON'S NOTE: Can't emphasize enough that Cool Ghosts has some of the best game criticism on YouTube. Please patronize them! (On Patreon, not by talking down to them.)"
-------------------
[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 a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
Another interesting week of longer-form 'things', and I've been ruminating a bit on how these videos and articles intersect in weird but neat ways with 'breaking news' or 'hottest games'. Seems like you'll get at least _some_ bleed-through - for example, this week we have Battlegrounds, Signal From Tolva & Night In The Woods again, all of which are newish or interesting releases.
But many of these pieces are evergreen & exist separately of the 'hot reactions' grind. Which is good. Exist too close to the 24-hour hype cycle, and you'll miss trends and more thoughtful takes like some of these good folks. VGDC aims to reverse that. We hope you think we do a good job.
- Simon, curator.]
-------------------
Guild Wars 2’s art style passes from father to son (Philippa Warr / RockPaperShotgun) "Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel."
We’ve been missing a big part of game industry’s digital revolution (Kyle Orland / Ars Technica) "Last year, the Entertainment Software Association's annual "Essential Facts" report suggested that the US game industry generated $16.5 billion in "content" sales annually (excluding hardware and accessories). In this year's report, that number had grown to a whopping $24.5 billion, a nearly 50-percent increase in a span of 12 months. No, video games didn't actually become half again as popular with Americans over the course of 2016. Instead, tracking firm NPD simply updated the way it counts the still-shadowy world of digital game sales."
Warren Spector believes games 'need to be asking bigger questions' (Alex Wawro / Gamasutra) "Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling."
A Rare Look Inside Nintendo (Otaku / Game Escape / YouTube) "This clip is an excerpt from the French documentary film "Otaku" by director Jean-Jacques Beineix from 1994. It appeared dubbed on German TV some time later, which is the version you are seeing here. It has, to my knowledge, never been released in English. The subtitles are my own. Content is the intellectual property of the original rights holders."
An Interview With One of Those Hackers Screwing With Your 'Black Ops 2' Games(Patrick Klepek / Waypoint) "He's not there to ruin your stats. He's there to sell you software that'll let you launch a DDOS attack from your Xbox 360. [SIMON'S NOTE: this is crazy - modded Xbox 360s that find other player's IP addresses and can DDOS them?! I had no idea.]"
Put a Face on It: The Aesthetics of Cute (Jenny Jiao Hsia / GDC / YouTube) "In this 2017 GDC session, Hexecutable's Jenny Jiao Hsia explains why cuteness as an aesthetic may be worth exploring for developers who want to push against current trends in game design."
Proc. Gen. and Pleasant Land | Sir You Are Being Hunted (Robert Seddon / Heterotopias) "It was a perfect rustic idyll, in its way. Perfectly lovely, nestled between the grassy fields. Perfectly quiet, as only dead places can be. Perfectly still, because a player careless enough to create a disturbance might attract the robotic hunters. Big Robot’s Sir You Are Being Hunted had, through the digital governance of its landscape generation algorithms, somehow perfected the British countryside."
How video games were made - part 3: Marketing and Business (Strafefox / YouTube) "In this final chapter we cover the business side and marketing of 8 and 16 bit games. [SIMON'S NOTE: Lots of archival footage in here & SO much work cutting it all together - and the other entries in the 'how video games were made' series look pretty good too!]"
Video Games Are Better Without Stories (Ian Bogost / The Atlantic) "A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck. In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. [SIMON'S NOTE: lots of responses to this all over the Internet - here's a couple of good ones from the Waypoint folks.]"
'Burnout' Series Creator Talks Remaking Crash Mode for 'Danger Zone' (John Davison / Glixel) "Spend longer than a few minutes talking with fans of driving games about which series they'd love to see revived, and invariably someone will bring up Criterion's Burnout. Unlike contemporaries that were leaning harder into realism and officially-licensed cars as a response to games like Gran Turismo, the first Burnout – released by Acclaim for PlayStation 2 in 2001 – was unapologetically action-focused."
Famitsu Special Report – The Mystery of TOSE (Famitsu / One Million Power) "This is the real story behind TOSE: The game development company that’s been making games for nearly 38 years (since 1979), but hardly any gamers know. [SIMON'S NOTE: Brandon Sheffield covered TOSE for Gamasutra back in 2006, but by and large, they've been PRETTY vague about what they work on - which is fascinating.]"
How Three Kids With No Experience Beat Square And Translated Final Fantasy V Into English (Jason Schreier / Kotaku) "One day in the late 1990s, Myria walked into the Irvine High School computer room and spotted a boy playing Final Fantasy V. There were two unusual things about this. The first was that Final Fantasy V had not actually come out in the United States."
Night in the Woods is Important (HeavyEyed / YouTube) "An analysis of the recently released game - this video contains very minimal spoilers but watch at your own discretion.."
Designing the giant battle royale maps of Playerunknown's Battlegrounds (Alan Bradley / Gamasutra) "For Brendan "Playerunknown" Greene, the creator of Battlegrounds, the vision for his game world was born from extensive experience creating and manipulating environments that direct players to play his games the way he intends them to be played."
All We Have Is Words (Matthew Burns / Magical Wasteland) "Sometimes I give the impression of knowing Japanese, but I really don’t. I have no claim to it. I never made a real study of the language, I don’t know kanji and thus can’t read at all, and even in speech I can’t exchange more than pleasantries or the most rudimentary logistical information. [SIMON'S NOTE: I believe this is a subtle 'subtweet'-style article response to the recent Persona 5 translation furore? Maybe?]"
Changing the Game: What's Next for Anita Sarkeesian (Laura A. Parker / Glixel) "Anita Sarkeesian’s talk at this year’s Game Developers Conference in San Francisco falls at an unfortunate time: 10am on the last day of the conference – a Friday. Most attendees – a mix of indie programmers, mainstream publishing teams and media – are still bleary eyed from the night before. And yet, at five-to-ten, the small room on the third floor of the Moscone Convention Center is standing-room only."
The quest to crack and preserve vintage Apple II software (Leigh Alexander and Iain Chambers / The Guardian Podcast) "Why has the quest to hack old Apple II software become the best hope we have of preserving a part of our cultural history? How do these floppy discs – still turning up in their box-loads – shine a light on the educational philosophies of the 80s? And do a new generation of gamers risk losing whole days of their lives by playing these compelling retro games in their browsers?"
Video Games Help Model Brain’s Neurons (Nick Wingfield / New York Times) "Since November, thousands of people have played the game, “Mozak,” which uses common tricks of the medium — points, leveling up and leader boards that publicly rank the performance of players — to crowdsource the creation of three-dimensional models of neurons."
Longtime 'Star Citizen' Backers Want Its New Referral Contest to Die in a Black Hole (Leif Johnson / Motherboard) "Developers of multiplayer video games often host referral programs encouraging existing players to recruit their friends for a boost in cash flow, and in that regard, the new referral contest from Star Citizen developer Cloud Imperium Games isn't much out of the ordinary. The same can't be said of the reactions from the players themselves."
Localization Shenanigans in the Chinese Speaking World (Jung-Sheng Lin / GDC / YouTube) "In this 2017 GDC session, IGDShare's Jung-Sheng Lin discusses a wide variety of possible issues that can arise when undertaking Chinese localization for your game. These problems include grappling simplified vs. traditional Chinese, naming problems, UI & fonts, and China-specific policies that may relate to localization, political implications, and more."
Good Game/Tech/History Youtubers (Phoe / Medium) "[SIMON'S NOTE: this got birthed after a conversation I had with Phoe in the Video Game History Foundation Discord chat - he watches a lot of good retro/interesting YouTube, and there's a number of recommendations in here I was unaware of!]
Red Bull TV - Screenland (Red Bull TV) "Plug into the fresh stories within the world of video games and game design. The personal tales, wild new developments, and unexpected genres shed new light on what gaming means in the world now and what it could mean in the future. [SIMON'S NOTE: this is an entire _season_ of gaming documentaries, including with Frank Cifaldi (Video Game History Foundation), UK cult classic Knightmare, and lots more.]"
Tim Schafer tells the story of Amnesia Fortnight (Philippa Warr / RockPaperShotgun) "“I started feeling a little bogged down by the scope of [Brutal Legend],” says Tim Schafer, founder of Double Fine. “It was really huge and I felt like the team had been doing it for a long time and had a long way to go yet. I felt like they needed a break.” That break was Amnesia Fortnight, a two week game jam during which anyone at the developer can pitch an idea and, if it’s selected, lead a team to turn it from concept to working prototype."
The Signal From Tolva: The Best Game Ever (Matt Lees / Cool Ghosts / YouTube) "New video! Matt dives into a spooky robot world, to talk about some of the cool design aspects of The Signal From Tölva. [SIMON'S NOTE: Can't emphasize enough that Cool Ghosts has some of the best game criticism on YouTube. Please patronize them! (On Patreon, not by talking down to them.)"
-------------------
[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 a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
Another interesting week of longer-form 'things', and I've been ruminating a bit on how these videos and articles intersect in weird but neat ways with 'breaking news' or 'hottest games'. Seems like you'll get at least _some_ bleed-through - for example, this week we have Battlegrounds, Signal From Tolva & Night In The Woods again, all of which are newish or interesting releases.
But many of these pieces are evergreen & exist separately of the 'hot reactions' grind. Which is good. Exist too close to the 24-hour hype cycle, and you'll miss trends and more thoughtful takes like some of these good folks. VGDC aims to reverse that. We hope you think we do a good job.
- Simon, curator.]
-------------------
Guild Wars 2’s art style passes from father to son (Philippa Warr / RockPaperShotgun) "Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel."
We’ve been missing a big part of game industry’s digital revolution (Kyle Orland / Ars Technica) "Last year, the Entertainment Software Association's annual "Essential Facts" report suggested that the US game industry generated $16.5 billion in "content" sales annually (excluding hardware and accessories). In this year's report, that number had grown to a whopping $24.5 billion, a nearly 50-percent increase in a span of 12 months. No, video games didn't actually become half again as popular with Americans over the course of 2016. Instead, tracking firm NPD simply updated the way it counts the still-shadowy world of digital game sales."
Warren Spector believes games 'need to be asking bigger questions' (Alex Wawro / Gamasutra) "Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling."
A Rare Look Inside Nintendo (Otaku / Game Escape / YouTube) "This clip is an excerpt from the French documentary film "Otaku" by director Jean-Jacques Beineix from 1994. It appeared dubbed on German TV some time later, which is the version you are seeing here. It has, to my knowledge, never been released in English. The subtitles are my own. Content is the intellectual property of the original rights holders."
An Interview With One of Those Hackers Screwing With Your 'Black Ops 2' Games(Patrick Klepek / Waypoint) "He's not there to ruin your stats. He's there to sell you software that'll let you launch a DDOS attack from your Xbox 360. [SIMON'S NOTE: this is crazy - modded Xbox 360s that find other player's IP addresses and can DDOS them?! I had no idea.]"
Put a Face on It: The Aesthetics of Cute (Jenny Jiao Hsia / GDC / YouTube) "In this 2017 GDC session, Hexecutable's Jenny Jiao Hsia explains why cuteness as an aesthetic may be worth exploring for developers who want to push against current trends in game design."
Proc. Gen. and Pleasant Land | Sir You Are Being Hunted (Robert Seddon / Heterotopias) "It was a perfect rustic idyll, in its way. Perfectly lovely, nestled between the grassy fields. Perfectly quiet, as only dead places can be. Perfectly still, because a player careless enough to create a disturbance might attract the robotic hunters. Big Robot’s Sir You Are Being Hunted had, through the digital governance of its landscape generation algorithms, somehow perfected the British countryside."
How video games were made - part 3: Marketing and Business (Strafefox / YouTube) "In this final chapter we cover the business side and marketing of 8 and 16 bit games. [SIMON'S NOTE: Lots of archival footage in here & SO much work cutting it all together - and the other entries in the 'how video games were made' series look pretty good too!]"
Video Games Are Better Without Stories (Ian Bogost / The Atlantic) "A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck. In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. [SIMON'S NOTE: lots of responses to this all over the Internet - here's a couple of good ones from the Waypoint folks.]"
'Burnout' Series Creator Talks Remaking Crash Mode for 'Danger Zone' (John Davison / Glixel) "Spend longer than a few minutes talking with fans of driving games about which series they'd love to see revived, and invariably someone will bring up Criterion's Burnout. Unlike contemporaries that were leaning harder into realism and officially-licensed cars as a response to games like Gran Turismo, the first Burnout – released by Acclaim for PlayStation 2 in 2001 – was unapologetically action-focused."
Famitsu Special Report – The Mystery of TOSE (Famitsu / One Million Power) "This is the real story behind TOSE: The game development company that’s been making games for nearly 38 years (since 1979), but hardly any gamers know. [SIMON'S NOTE: Brandon Sheffield covered TOSE for Gamasutra back in 2006, but by and large, they've been PRETTY vague about what they work on - which is fascinating.]"
How Three Kids With No Experience Beat Square And Translated Final Fantasy V Into English (Jason Schreier / Kotaku) "One day in the late 1990s, Myria walked into the Irvine High School computer room and spotted a boy playing Final Fantasy V. There were two unusual things about this. The first was that Final Fantasy V had not actually come out in the United States."
Night in the Woods is Important (HeavyEyed / YouTube) "An analysis of the recently released game - this video contains very minimal spoilers but watch at your own discretion.."
Designing the giant battle royale maps of Playerunknown's Battlegrounds (Alan Bradley / Gamasutra) "For Brendan "Playerunknown" Greene, the creator of Battlegrounds, the vision for his game world was born from extensive experience creating and manipulating environments that direct players to play his games the way he intends them to be played."
All We Have Is Words (Matthew Burns / Magical Wasteland) "Sometimes I give the impression of knowing Japanese, but I really don’t. I have no claim to it. I never made a real study of the language, I don’t know kanji and thus can’t read at all, and even in speech I can’t exchange more than pleasantries or the most rudimentary logistical information. [SIMON'S NOTE: I believe this is a subtle 'subtweet'-style article response to the recent Persona 5 translation furore? Maybe?]"
Changing the Game: What's Next for Anita Sarkeesian (Laura A. Parker / Glixel) "Anita Sarkeesian’s talk at this year’s Game Developers Conference in San Francisco falls at an unfortunate time: 10am on the last day of the conference – a Friday. Most attendees – a mix of indie programmers, mainstream publishing teams and media – are still bleary eyed from the night before. And yet, at five-to-ten, the small room on the third floor of the Moscone Convention Center is standing-room only."
The quest to crack and preserve vintage Apple II software (Leigh Alexander and Iain Chambers / The Guardian Podcast) "Why has the quest to hack old Apple II software become the best hope we have of preserving a part of our cultural history? How do these floppy discs – still turning up in their box-loads – shine a light on the educational philosophies of the 80s? And do a new generation of gamers risk losing whole days of their lives by playing these compelling retro games in their browsers?"
Video Games Help Model Brain’s Neurons (Nick Wingfield / New York Times) "Since November, thousands of people have played the game, “Mozak,” which uses common tricks of the medium — points, leveling up and leader boards that publicly rank the performance of players — to crowdsource the creation of three-dimensional models of neurons."
Longtime 'Star Citizen' Backers Want Its New Referral Contest to Die in a Black Hole (Leif Johnson / Motherboard) "Developers of multiplayer video games often host referral programs encouraging existing players to recruit their friends for a boost in cash flow, and in that regard, the new referral contest from Star Citizen developer Cloud Imperium Games isn't much out of the ordinary. The same can't be said of the reactions from the players themselves."
Localization Shenanigans in the Chinese Speaking World (Jung-Sheng Lin / GDC / YouTube) "In this 2017 GDC session, IGDShare's Jung-Sheng Lin discusses a wide variety of possible issues that can arise when undertaking Chinese localization for your game. These problems include grappling simplified vs. traditional Chinese, naming problems, UI & fonts, and China-specific policies that may relate to localization, political implications, and more."
Good Game/Tech/History Youtubers (Phoe / Medium) "[SIMON'S NOTE: this got birthed after a conversation I had with Phoe in the Video Game History Foundation Discord chat - he watches a lot of good retro/interesting YouTube, and there's a number of recommendations in here I was unaware of!]
Red Bull TV - Screenland (Red Bull TV) "Plug into the fresh stories within the world of video games and game design. The personal tales, wild new developments, and unexpected genres shed new light on what gaming means in the world now and what it could mean in the future. [SIMON'S NOTE: this is an entire _season_ of gaming documentaries, including with Frank Cifaldi (Video Game History Foundation), UK cult classic Knightmare, and lots more.]"
Tim Schafer tells the story of Amnesia Fortnight (Philippa Warr / RockPaperShotgun) "“I started feeling a little bogged down by the scope of [Brutal Legend],” says Tim Schafer, founder of Double Fine. “It was really huge and I felt like the team had been doing it for a long time and had a long way to go yet. I felt like they needed a break.” That break was Amnesia Fortnight, a two week game jam during which anyone at the developer can pitch an idea and, if it’s selected, lead a team to turn it from concept to working prototype."
The Signal From Tolva: The Best Game Ever (Matt Lees / Cool Ghosts / YouTube) "New video! Matt dives into a spooky robot world, to talk about some of the cool design aspects of The Signal From Tölva. [SIMON'S NOTE: Can't emphasize enough that Cool Ghosts has some of the best game criticism on YouTube. Please patronize them! (On Patreon, not by talking down to them.)"
-------------------
[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 a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
Another interesting week of longer-form 'things', and I've been ruminating a bit on how these videos and articles intersect in weird but neat ways with 'breaking news' or 'hottest games'. Seems like you'll get at least _some_ bleed-through - for example, this week we have Battlegrounds, Signal From Tolva & Night In The Woods again, all of which are newish or interesting releases.
But many of these pieces are evergreen & exist separately of the 'hot reactions' grind. Which is good. Exist too close to the 24-hour hype cycle, and you'll miss trends and more thoughtful takes like some of these good folks. VGDC aims to reverse that. We hope you think we do a good job.
- Simon, curator.]
-------------------
Guild Wars 2’s art style passes from father to son (Philippa Warr / RockPaperShotgun) "Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel."
We’ve been missing a big part of game industry’s digital revolution (Kyle Orland / Ars Technica) "Last year, the Entertainment Software Association's annual "Essential Facts" report suggested that the US game industry generated $16.5 billion in "content" sales annually (excluding hardware and accessories). In this year's report, that number had grown to a whopping $24.5 billion, a nearly 50-percent increase in a span of 12 months. No, video games didn't actually become half again as popular with Americans over the course of 2016. Instead, tracking firm NPD simply updated the way it counts the still-shadowy world of digital game sales."
Warren Spector believes games 'need to be asking bigger questions' (Alex Wawro / Gamasutra) "Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling."
A Rare Look Inside Nintendo (Otaku / Game Escape / YouTube) "This clip is an excerpt from the French documentary film "Otaku" by director Jean-Jacques Beineix from 1994. It appeared dubbed on German TV some time later, which is the version you are seeing here. It has, to my knowledge, never been released in English. The subtitles are my own. Content is the intellectual property of the original rights holders."
An Interview With One of Those Hackers Screwing With Your 'Black Ops 2' Games(Patrick Klepek / Waypoint) "He's not there to ruin your stats. He's there to sell you software that'll let you launch a DDOS attack from your Xbox 360. [SIMON'S NOTE: this is crazy - modded Xbox 360s that find other player's IP addresses and can DDOS them?! I had no idea.]"
Put a Face on It: The Aesthetics of Cute (Jenny Jiao Hsia / GDC / YouTube) "In this 2017 GDC session, Hexecutable's Jenny Jiao Hsia explains why cuteness as an aesthetic may be worth exploring for developers who want to push against current trends in game design."
Proc. Gen. and Pleasant Land | Sir You Are Being Hunted (Robert Seddon / Heterotopias) "It was a perfect rustic idyll, in its way. Perfectly lovely, nestled between the grassy fields. Perfectly quiet, as only dead places can be. Perfectly still, because a player careless enough to create a disturbance might attract the robotic hunters. Big Robot’s Sir You Are Being Hunted had, through the digital governance of its landscape generation algorithms, somehow perfected the British countryside."
How video games were made - part 3: Marketing and Business (Strafefox / YouTube) "In this final chapter we cover the business side and marketing of 8 and 16 bit games. [SIMON'S NOTE: Lots of archival footage in here & SO much work cutting it all together - and the other entries in the 'how video games were made' series look pretty good too!]"
Video Games Are Better Without Stories (Ian Bogost / The Atlantic) "A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck. In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. [SIMON'S NOTE: lots of responses to this all over the Internet - here's a couple of good ones from the Waypoint folks.]"
'Burnout' Series Creator Talks Remaking Crash Mode for 'Danger Zone' (John Davison / Glixel) "Spend longer than a few minutes talking with fans of driving games about which series they'd love to see revived, and invariably someone will bring up Criterion's Burnout. Unlike contemporaries that were leaning harder into realism and officially-licensed cars as a response to games like Gran Turismo, the first Burnout – released by Acclaim for PlayStation 2 in 2001 – was unapologetically action-focused."
Famitsu Special Report – The Mystery of TOSE (Famitsu / One Million Power) "This is the real story behind TOSE: The game development company that’s been making games for nearly 38 years (since 1979), but hardly any gamers know. [SIMON'S NOTE: Brandon Sheffield covered TOSE for Gamasutra back in 2006, but by and large, they've been PRETTY vague about what they work on - which is fascinating.]"
How Three Kids With No Experience Beat Square And Translated Final Fantasy V Into English (Jason Schreier / Kotaku) "One day in the late 1990s, Myria walked into the Irvine High School computer room and spotted a boy playing Final Fantasy V. There were two unusual things about this. The first was that Final Fantasy V had not actually come out in the United States."
Night in the Woods is Important (HeavyEyed / YouTube) "An analysis of the recently released game - this video contains very minimal spoilers but watch at your own discretion.."
Designing the giant battle royale maps of Playerunknown's Battlegrounds (Alan Bradley / Gamasutra) "For Brendan "Playerunknown" Greene, the creator of Battlegrounds, the vision for his game world was born from extensive experience creating and manipulating environments that direct players to play his games the way he intends them to be played."
All We Have Is Words (Matthew Burns / Magical Wasteland) "Sometimes I give the impression of knowing Japanese, but I really don’t. I have no claim to it. I never made a real study of the language, I don’t know kanji and thus can’t read at all, and even in speech I can’t exchange more than pleasantries or the most rudimentary logistical information. [SIMON'S NOTE: I believe this is a subtle 'subtweet'-style article response to the recent Persona 5 translation furore? Maybe?]"
Changing the Game: What's Next for Anita Sarkeesian (Laura A. Parker / Glixel) "Anita Sarkeesian’s talk at this year’s Game Developers Conference in San Francisco falls at an unfortunate time: 10am on the last day of the conference – a Friday. Most attendees – a mix of indie programmers, mainstream publishing teams and media – are still bleary eyed from the night before. And yet, at five-to-ten, the small room on the third floor of the Moscone Convention Center is standing-room only."
The quest to crack and preserve vintage Apple II software (Leigh Alexander and Iain Chambers / The Guardian Podcast) "Why has the quest to hack old Apple II software become the best hope we have of preserving a part of our cultural history? How do these floppy discs – still turning up in their box-loads – shine a light on the educational philosophies of the 80s? And do a new generation of gamers risk losing whole days of their lives by playing these compelling retro games in their browsers?"
Video Games Help Model Brain’s Neurons (Nick Wingfield / New York Times) "Since November, thousands of people have played the game, “Mozak,” which uses common tricks of the medium — points, leveling up and leader boards that publicly rank the performance of players — to crowdsource the creation of three-dimensional models of neurons."
Longtime 'Star Citizen' Backers Want Its New Referral Contest to Die in a Black Hole (Leif Johnson / Motherboard) "Developers of multiplayer video games often host referral programs encouraging existing players to recruit their friends for a boost in cash flow, and in that regard, the new referral contest from Star Citizen developer Cloud Imperium Games isn't much out of the ordinary. The same can't be said of the reactions from the players themselves."
Localization Shenanigans in the Chinese Speaking World (Jung-Sheng Lin / GDC / YouTube) "In this 2017 GDC session, IGDShare's Jung-Sheng Lin discusses a wide variety of possible issues that can arise when undertaking Chinese localization for your game. These problems include grappling simplified vs. traditional Chinese, naming problems, UI & fonts, and China-specific policies that may relate to localization, political implications, and more."
Good Game/Tech/History Youtubers (Phoe / Medium) "[SIMON'S NOTE: this got birthed after a conversation I had with Phoe in the Video Game History Foundation Discord chat - he watches a lot of good retro/interesting YouTube, and there's a number of recommendations in here I was unaware of!]
Red Bull TV - Screenland (Red Bull TV) "Plug into the fresh stories within the world of video games and game design. The personal tales, wild new developments, and unexpected genres shed new light on what gaming means in the world now and what it could mean in the future. [SIMON'S NOTE: this is an entire _season_ of gaming documentaries, including with Frank Cifaldi (Video Game History Foundation), UK cult classic Knightmare, and lots more.]"
Tim Schafer tells the story of Amnesia Fortnight (Philippa Warr / RockPaperShotgun) "“I started feeling a little bogged down by the scope of [Brutal Legend],” says Tim Schafer, founder of Double Fine. “It was really huge and I felt like the team had been doing it for a long time and had a long way to go yet. I felt like they needed a break.” That break was Amnesia Fortnight, a two week game jam during which anyone at the developer can pitch an idea and, if it’s selected, lead a team to turn it from concept to working prototype."
The Signal From Tolva: The Best Game Ever (Matt Lees / Cool Ghosts / YouTube) "New video! Matt dives into a spooky robot world, to talk about some of the cool design aspects of The Signal From Tölva. [SIMON'S NOTE: Can't emphasize enough that Cool Ghosts has some of the best game criticism on YouTube. Please patronize them! (On Patreon, not by talking down to them.)"
-------------------
[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 a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
Another interesting week of longer-form 'things', and I've been ruminating a bit on how these videos and articles intersect in weird but neat ways with 'breaking news' or 'hottest games'. Seems like you'll get at least _some_ bleed-through - for example, this week we have Battlegrounds, Signal From Tolva & Night In The Woods again, all of which are newish or interesting releases.
But many of these pieces are evergreen & exist separately of the 'hot reactions' grind. Which is good. Exist too close to the 24-hour hype cycle, and you'll miss trends and more thoughtful takes like some of these good folks. VGDC aims to reverse that. We hope you think we do a good job.
- Simon, curator.]
-------------------
Guild Wars 2’s art style passes from father to son (Philippa Warr / RockPaperShotgun) "Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel."
We’ve been missing a big part of game industry’s digital revolution (Kyle Orland / Ars Technica) "Last year, the Entertainment Software Association's annual "Essential Facts" report suggested that the US game industry generated $16.5 billion in "content" sales annually (excluding hardware and accessories). In this year's report, that number had grown to a whopping $24.5 billion, a nearly 50-percent increase in a span of 12 months. No, video games didn't actually become half again as popular with Americans over the course of 2016. Instead, tracking firm NPD simply updated the way it counts the still-shadowy world of digital game sales."
Warren Spector believes games 'need to be asking bigger questions' (Alex Wawro / Gamasutra) "Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling."
A Rare Look Inside Nintendo (Otaku / Game Escape / YouTube) "This clip is an excerpt from the French documentary film "Otaku" by director Jean-Jacques Beineix from 1994. It appeared dubbed on German TV some time later, which is the version you are seeing here. It has, to my knowledge, never been released in English. The subtitles are my own. Content is the intellectual property of the original rights holders."
An Interview With One of Those Hackers Screwing With Your 'Black Ops 2' Games(Patrick Klepek / Waypoint) "He's not there to ruin your stats. He's there to sell you software that'll let you launch a DDOS attack from your Xbox 360. [SIMON'S NOTE: this is crazy - modded Xbox 360s that find other player's IP addresses and can DDOS them?! I had no idea.]"
Put a Face on It: The Aesthetics of Cute (Jenny Jiao Hsia / GDC / YouTube) "In this 2017 GDC session, Hexecutable's Jenny Jiao Hsia explains why cuteness as an aesthetic may be worth exploring for developers who want to push against current trends in game design."
Proc. Gen. and Pleasant Land | Sir You Are Being Hunted (Robert Seddon / Heterotopias) "It was a perfect rustic idyll, in its way. Perfectly lovely, nestled between the grassy fields. Perfectly quiet, as only dead places can be. Perfectly still, because a player careless enough to create a disturbance might attract the robotic hunters. Big Robot’s Sir You Are Being Hunted had, through the digital governance of its landscape generation algorithms, somehow perfected the British countryside."
How video games were made - part 3: Marketing and Business (Strafefox / YouTube) "In this final chapter we cover the business side and marketing of 8 and 16 bit games. [SIMON'S NOTE: Lots of archival footage in here & SO much work cutting it all together - and the other entries in the 'how video games were made' series look pretty good too!]"
Video Games Are Better Without Stories (Ian Bogost / The Atlantic) "A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck. In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. [SIMON'S NOTE: lots of responses to this all over the Internet - here's a couple of good ones from the Waypoint folks.]"
'Burnout' Series Creator Talks Remaking Crash Mode for 'Danger Zone' (John Davison / Glixel) "Spend longer than a few minutes talking with fans of driving games about which series they'd love to see revived, and invariably someone will bring up Criterion's Burnout. Unlike contemporaries that were leaning harder into realism and officially-licensed cars as a response to games like Gran Turismo, the first Burnout – released by Acclaim for PlayStation 2 in 2001 – was unapologetically action-focused."
Famitsu Special Report – The Mystery of TOSE (Famitsu / One Million Power) "This is the real story behind TOSE: The game development company that’s been making games for nearly 38 years (since 1979), but hardly any gamers know. [SIMON'S NOTE: Brandon Sheffield covered TOSE for Gamasutra back in 2006, but by and large, they've been PRETTY vague about what they work on - which is fascinating.]"
How Three Kids With No Experience Beat Square And Translated Final Fantasy V Into English (Jason Schreier / Kotaku) "One day in the late 1990s, Myria walked into the Irvine High School computer room and spotted a boy playing Final Fantasy V. There were two unusual things about this. The first was that Final Fantasy V had not actually come out in the United States."
Night in the Woods is Important (HeavyEyed / YouTube) "An analysis of the recently released game - this video contains very minimal spoilers but watch at your own discretion.."
Designing the giant battle royale maps of Playerunknown's Battlegrounds (Alan Bradley / Gamasutra) "For Brendan "Playerunknown" Greene, the creator of Battlegrounds, the vision for his game world was born from extensive experience creating and manipulating environments that direct players to play his games the way he intends them to be played."
All We Have Is Words (Matthew Burns / Magical Wasteland) "Sometimes I give the impression of knowing Japanese, but I really don’t. I have no claim to it. I never made a real study of the language, I don’t know kanji and thus can’t read at all, and even in speech I can’t exchange more than pleasantries or the most rudimentary logistical information. [SIMON'S NOTE: I believe this is a subtle 'subtweet'-style article response to the recent Persona 5 translation furore? Maybe?]"
Changing the Game: What's Next for Anita Sarkeesian (Laura A. Parker / Glixel) "Anita Sarkeesian’s talk at this year’s Game Developers Conference in San Francisco falls at an unfortunate time: 10am on the last day of the conference – a Friday. Most attendees – a mix of indie programmers, mainstream publishing teams and media – are still bleary eyed from the night before. And yet, at five-to-ten, the small room on the third floor of the Moscone Convention Center is standing-room only."
The quest to crack and preserve vintage Apple II software (Leigh Alexander and Iain Chambers / The Guardian Podcast) "Why has the quest to hack old Apple II software become the best hope we have of preserving a part of our cultural history? How do these floppy discs – still turning up in their box-loads – shine a light on the educational philosophies of the 80s? And do a new generation of gamers risk losing whole days of their lives by playing these compelling retro games in their browsers?"
Video Games Help Model Brain’s Neurons (Nick Wingfield / New York Times) "Since November, thousands of people have played the game, “Mozak,” which uses common tricks of the medium — points, leveling up and leader boards that publicly rank the performance of players — to crowdsource the creation of three-dimensional models of neurons."
Longtime 'Star Citizen' Backers Want Its New Referral Contest to Die in a Black Hole (Leif Johnson / Motherboard) "Developers of multiplayer video games often host referral programs encouraging existing players to recruit their friends for a boost in cash flow, and in that regard, the new referral contest from Star Citizen developer Cloud Imperium Games isn't much out of the ordinary. The same can't be said of the reactions from the players themselves."
Localization Shenanigans in the Chinese Speaking World (Jung-Sheng Lin / GDC / YouTube) "In this 2017 GDC session, IGDShare's Jung-Sheng Lin discusses a wide variety of possible issues that can arise when undertaking Chinese localization for your game. These problems include grappling simplified vs. traditional Chinese, naming problems, UI & fonts, and China-specific policies that may relate to localization, political implications, and more."
Good Game/Tech/History Youtubers (Phoe / Medium) "[SIMON'S NOTE: this got birthed after a conversation I had with Phoe in the Video Game History Foundation Discord chat - he watches a lot of good retro/interesting YouTube, and there's a number of recommendations in here I was unaware of!]
Red Bull TV - Screenland (Red Bull TV) "Plug into the fresh stories within the world of video games and game design. The personal tales, wild new developments, and unexpected genres shed new light on what gaming means in the world now and what it could mean in the future. [SIMON'S NOTE: this is an entire _season_ of gaming documentaries, including with Frank Cifaldi (Video Game History Foundation), UK cult classic Knightmare, and lots more.]"
Tim Schafer tells the story of Amnesia Fortnight (Philippa Warr / RockPaperShotgun) "“I started feeling a little bogged down by the scope of [Brutal Legend],” says Tim Schafer, founder of Double Fine. “It was really huge and I felt like the team had been doing it for a long time and had a long way to go yet. I felt like they needed a break.” That break was Amnesia Fortnight, a two week game jam during which anyone at the developer can pitch an idea and, if it’s selected, lead a team to turn it from concept to working prototype."
The Signal From Tolva: The Best Game Ever (Matt Lees / Cool Ghosts / YouTube) "New video! Matt dives into a spooky robot world, to talk about some of the cool design aspects of The Signal From Tölva. [SIMON'S NOTE: Can't emphasize enough that Cool Ghosts has some of the best game criticism on YouTube. Please patronize them! (On Patreon, not by talking down to them.)"
-------------------
[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