Train2Game students: what you want to see in Grand Theft Auto V

Train2Game students have been sharing what they want to see in Grand Theft Auto V, which has has officially been announced by Rockstar.

The following comments were posted on the Train2Game Facebook page following the official announcement of GTA V.

“I want to see more side missions activities like Grand Theft Auto: San Andreas had and mutiplayer that is more like Red Dead Redemption crossed with GTA IV’s” wrote Train2Game student Dan Tester.

Train2Game student Shaun had similar views asking for “A big-detailed map! more hidden cars! and side quests!”

Meanwhile, it seems a number of Train2Game students want Grand Theft Auto V to be based in London.

Train2Game student Scott Mcgarrity  wrote that what he wants of GTA V is it to be “Hopefully set In London and has replica cars ! But different names if you get me ?”

Jamie Read posted on the Train2Game Facebook page that they wanted “Another great GTA game in general, but set in the UK this time around, while Bobby Williams simply said. “Please be set in London Please be set in London Please be set in London Please be set in London…”

No doubt many Train2Game students are excited by the announcement of Grand Theft Auto V. If so, why not tell us what you want to see in GTA V?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game news: Tekken director – Button bashing ‘not a bad thing if it gets people into the series’

Train2Game blog readers may enjoy their games being a challenge to play, but making a title too complex could result in potential players being turned off.

That’s what Tekken director Katsuhiro Harada told Gamasutra about the balancing act of adding complex new features without forcing players to put down the game.

It’s an interesting view on game design that Train2Game students may have to consider when developing their own games.

“What we’ve found is that a lot of players never even touch practice modes,” said Harada, suggesting players tend to avoid tutorials and learn by playing against the computer or friends.

And he points out that when the fighting genre began in the arcades, tutorials were a virtual unknown and that game design was built in a certain way to compensate for this.

“It’s worth noting that when the fighter genre first hit arcades, there weren’t any real tutorials,” said the Tekken director.

“Instead, the designers tweaked the difficulty level such that after a couple of credits, you had already gone from beginner to intermediate player — something you could then improve upon by learning more moves and practicing.”

And Harada suggests that instead of players practicing alone in single player mode, “an online mode where players can just beat on each other without any life gauges, chatting each other while learning the moves,” could be the best way for players to get to grips with fighting games like Tekken.

He also believes that games being simple to pick up is a great way for people to get into a series, using Tekken as an example.

“A lot of other people say that it’s too easy for beginners to enter the game and beat people by mashing buttons! Personally, I don’t see that as such a bad thing if it gets more people into the series, gets them curious about it.”

Harada made the comments in an extensive interview with Gamasutra that Train2Game students, especially those who are fans of the Tekken series, should find interesting.

He also manages to condense the whole Tekken series to just a couple of sentences.

“Basically, there’re these three generations of father and son that don’t get along, and two of them have this Devil Gene, so their dad wants to know what the Devil Gene is, and so they argue with each other about it for a bunch of years. All the other characters just sort of get caught up in it.”

Train2Game students will be aware that needing to condense complicated information can be an important part of any discipline of game development.

So Train2Game, what are your thoughts on Harada’s comments on game design and tutorials? Is it still important to include them in games? Do you still play tutorials?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Gamasutra]

Train2Game news: BAFTA Games Writers Panel tomorrow

Brink Train2Game blog imageTrain2Game blog readers may have seen a post earlier this month about a special Games Writers Panel event at BAFTA in central London

The event is tomorrow, so if Train2Game students in the London area want to see top games writers discuss game design, there isn’t long to book tickets for just £5 for what’s sure to be an interesting talk.

Speaking on The BAFTA Game Writers Panel are:

Jim Swallow (Deus Ex: Human Revolution, Killzone 2, Star Trek: Invasion)
Ed Stern (Brink)
Rhianna Pratchett (Mirror’s Edge, the Overlord series, Heavenly Sword)

The event will be chaired by Andrew S Walsh who has experience as a writer and director on over 50 games including Prince of Persia, Harry Potter, and Medieval II: Total War.

The Train2Game blog will be speaking the high profile game designers taking part in the panel. What would you like us to ask?

Leave your suggestions here on the Train2Game blog, or on the Train2Game forum.

For more information, see the original Train2Game blog post, or the official BAFTA website.

Last week, three Train2Game students had lunch at BAFTA with director and writer Trix Worell to celebrate winning Train2Game & BAFTA’s Avenging Angels competition.

BAFTA’s public events and online resources bring you closer to the creative talent behind your favourite games, films, and TV shows. Find out more at www.bafta.org/newsletter, www.facebook.com/bafta or twitter.com/baftagames

Train2Game interview: We Sing Rock Senior Producer Kevin Leathers

Train2Game recently caught up with We Sing Rock Senior Producer Kevin Leathers at a special event in central London. The We Sing series is one of the most successful on the Nintendo Wii, with We Sing Rock the latest in the in franchise.

In an in-depth interview, Leathers told us about what goes into developing a We Sing title. He discusses his take on the future of party games, hinted at We Sing development for the Nintendo Wii U and told us about life at Wired Productions. He also provides advice to Train2Game students about how to get into the industry.

Read it here on the Train2Game blog, or on the Train2Game Scribd page.

First of all, what does your role as Senior Producer of We Sing Rock involves?

As senior producer of We Sing Rock I manage all the different aspects of the game: gameplay, music licensing and so forth and make sure everything all comes together to make a great game.

How does the development of process of We Sing Rock begin?

The main thing we start off with is the music. With We Sing Rock for example, we had a nice list of what we wanted to look for concerned with rock, which songs we thought best reflected each decades of rock.  We have songs from the 60s onwards and then we take it from there. We go to the music labels themselves, talk to them, negotiate then see what songs we can get for our final playlist and build a game around it.

Tell us a bit about the backend of We Sing Rock. How does the game know when players are singing on or off key?

We have a specific game engine built in which analyses the vocals that go in to the song and tests what pitch is actually being sung at the time, and then it calculates the score based off of that. It’s quite a complex process but they’ve managed to get it down to a nice, simple process so it’s easy.

How successful have the We Sing games been since they came about?

We Sing games are…not to sound big headed… probably one of the most popular games on the Wii at the moment. There were a fair few singing games out when We Sing and We Sing Encore first came to the market, but we’ve now emerged as the dominant force on the Wii. They’re very popular at the moment, very popular in Europe and in the Australian markets as well, so we’re very proud with how far it has come.  We Sing Rock itself is the 7th version of We Sing and we’re very proud of how it’s come along.

What do you see as the the future of singing, entertainment and other “casual” games?

Casual games can be a very unfair label. I think party games are quite important for consoles. While it’s fun to play single player games – your RPGs, shooters, things like that – you do need something else every so often that everyone else can join into and this is what we try and do with our We Sing and We Dance range of games. They’re games that everyone can play – everyone can pick up a Wii remote and start singing – and it’s just nice and easy and fun. That’s the main thing at the end of the day; it’s got to be fun.

For the future of the games it’s making sure you keep that fun aspect otherwise you’re complicating things far too much. It has to be so your gran can go up, pick up a Wii remote then starting singing along to her favourite Elvis Presley tune. That’s the main thing we strive for with the We Sing games and what we’ll do with the future versions of the games as well.

There are a lot of tracks in We Sing Rock, how do you go about selecting them?

Going about selecting them is usually a case of shouting at each other!  [Laughs] We go through a process where we obviously narrow down exactly what the game is going to be about: in this case it’s rock. Then we see the best examples of that across the difference subgenres of rock – nu-metal or the 80s style hair metal – and we try and get good examples of that. I mean we have things like White Snake which is a good example of 80s rock, and then we have some modern stuff like My Chemical Romance and 30 Seconds to Mars. So we try and go through a process where we list out what songs we believe would fit well into this kind of product, and then we take it from there and start negotiating with the music labels.

Will there be any additional content for We Sing Rock in future?

We’ve experimented with DLC in the past before. Unfortunately due to the technical limitations of the Wii it’s very difficult to do DLC to the high quality we believe it should be. We have experimented with it before and the results have been less that successful to be honest. So rather than diminish the quality of the overall product, we want to keep the high quality as much as possible. At the moment DLC isn’t on the cards.

So what do you think are the technical limitations of the Nintendo Wii and could the Wii U solve them?

I can’t say too much about it at the moment, but obviously the Wii U is a much more powerful machine and we’re hoping there are quite a few changes between the Wii and Wii U that’ll help with many of the functions of it. Fingers crossed! Especially with the tablet controller design as well, that could prove for some very interesting gameplay designs later on.

Tell us a bit about Wired Productions.

Nordic Games – which is the publisher of the We Sing series – they call us to do the production for their games. Generally they’ll want us to have a look at the market and see what would work and we usually just take it from there. We have brainstorming sessions, we’ll see what the market is lacking at the moment. When made We Sing, there wasn’t anything similar to it at the time on consoles so we went straight ahead with it.  Day-to-day stuff is just working through and making sure we can make the best product possible.

A little about you now, how did you get started in the games industry?

Many years ago! I actually started with the people I’m working with at the moment. I used to work for a publisher called Digital Jesters who used to do a lot of PC games, especially the original Trackmania when it first came along. Since then I’ve worked my way through the industry  with the same great team of people and we’ve now got to a point where we’re making products we’re incredibly proud of rather than just publishing them.

What advice would you give to those looking to get into the games industry?

My best advice is don’t try and look for a quick fix, it’s the same as any other industry in that you have to really work at it.  And even if you have to work on stuff you don’t really want to, at the end of the day you’ve really got to work at it otherwise you’ll just find it too hard.  The best advice I can give is get as much information as you can about what you want to do in the industry because there’s loads of different sectors to it. Get as much information and then go and try from there to see what you can do.

And finally, is there anything you’d like to add about We Sing Rock, and when is it due for release?

We Sing Rock, rocks obviously! Unfortunately I can’t announce the release date but it will be soon but everyone should play it, it’s great. Everyone will have a song they want to rock out too.

Thanks for your time Kevin.

We Sing Rock is scheduled for release on Nintendo Wii in the near future.

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game news: Grand Theft Auto V officially announced

Train2Game students may find this to be  very exciting: Grand Theft Auto V has officially been announced by Rockstar

A post on the Rockstar website contains the GTA V logo and confirmation that the first Grand Theft Auto V trailer will be revealed on 2nd November. It’s something many Train2Game students will no doubt be quite excited to see.

Grand Theft Auto III revolutionised open world game design, and as reported by the Train2Game blog reported last week,  Rockstar believe Grand Theft Auto is only “sratching the surface” of this particular element of game design.

So Train2Game, what do you want to see from GTA V? What do you think Rockstar have planned?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game students celebrate Avenging Angels competition win at BAFTA

Train2Game students Amanda Blatch, Akos Nemes and Steven Wiseman, winners of the Avenging Angel Competition, joined BAFTA nominated director and writer Trix Worell and Brett Findlay for a celebration lunch and creative discussion at BAFTA last Friday.

Having beaten several very high quality entries, the winning Train2Game team were invited to meet the Director and Producer of the forthcoming film. The lunch was a really great celebration of the teams efforts with discussions of how the game mechanics were developed and how the game might develop given more time and access to the script.

The lunch ended with a few choice team photos and a commitment to continue to develop the game concept by the original winning team for further consideration by Trix and Brett

“We were really excited by the competition entries from the Train2Game students, and based on ideas from the winning team really pleased to be moving onto the next stage of development with Train2Game students and industry professionals bringing it to V.S. and beyond.” said director Trix Worrell

“We have all confidence that working with the highly motivated Train2Game students together with hardened industry stalwarts will mean this essential component of the project will be as exciting and dramatic as the movie and graphic novel, and a crucial part of the Avenging Angels experience.” he added

Avenging Angels, a £5M independent movie written and set to be directed by BAFTA nominee Trix Worrell is scheduled to shoot in London in spring with a Hollywood ‘A’ list cast and crew and scheduled for release in October 2012.

The movie the first of a trilogy is part of a trans-media project including a graphic novel to be released worldwide by an established international publisher and a video game developed by the Train2Game students and team at DR Studios alongside the team from A Box of Trix productions.

Train2Game congratulates Amanda, Akos and Steven!

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game news: Party games “important to the console market” says We Sing Rock dev

Train2Game students, or at least a large percentage of them, are likely to consider themselves hardcore gamers.

And while they get enjoyment out of playing the latest titles, it could possibly be difficult for those around them – parents, partners, children – to join in playing likes of Portal 2 or Minecraft.

It’s because of this party games like We Sing and We Dance are important to the console market. At least that’s according to Wired Productions Kevin Leathers, Senior Producer of We Sing Rock for Nintendo Wii.

“I think party games are quite important for consoles.” he told the Train2Game blog in a soon to be published interview.

“While it’s fun to play single player games – your RPGs, shooters, things like that – you do need something else every so often that everyone else can join into and this is what we try and do with our We Sing and We Dance range of games.”

“They’re games that everyone can play – everyone can pick up a Wii remote and start singing – and it’s just nice and easy and fun.” added Leathers.

The full Train2Game blog interview with We Sing Rock Senior Producer Kevin Leathers will be published tomorrow morning, and it should make interesting reading for Train2Game students.

What are your thoughts on Leathers comments?  Are party games important to consoles? Would you consider working on them?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game news: Next Portal 2 DLC to add map editor

Train2Game blog regular readers will be aware that custom creations and modding can be a great way to not only improve your skills, but can also possibly help to find work in the industry.

In good news for aspiring game developers, the next add-on for Portal 2 will allow players to create levels using “an easy-to-use in-game map editor” which will let users “design, build and share their own single-player and co-op test chambers with the community.”

Last week, Portal 2 won the Ultimate Game of the Year award at the Golden Joysticks.

Portal 2 developer Valve introduced community created levels and items into Team Fortress 2 over a year ago, and as reported by the Train2Game blog, the creators have made $2 million between them thanks to the virtual item store.  Could Train2Game students therefore potentially not only see custom created levels played by others, but also monetised? More details will be revealed when the Portal 2 add-on is released next year.

In a recent interview with the Train2Game blog, Valve’s Chet Faliszek told us that modding is a “really good way” to get noticed in the industry. The same could also be said for creating community levels. The developer has a reputation of supporting  their community, and activity encourage modding using the Source SDK.

So Train2Game, what are your thoughts on the prospect of creating levels for Portal 2? Is it something you’d do? Can you see it as something that’d help improve your skills?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Gamasutra]

Train2Game news: UK Charts – Batman: Arkham City No.1 in good week for UK developers

Batman: Arkham City screen 01Train2Game students have good news in that it’s been a good week for UK game developers, with two British produced games debuting in the top 3 of this week’s charts.

Batman: Arkham City from North London based Rocksteady Studios comfortably takes No.1, giving Warner Bros. their biggest ever launch title. Arkham City sold almost double the number of its Square Enix published predecessor, Arkham Asylum.  The huge numbers make Batman: Arkham City the 4th biggest launch of the year.

Former chart topper, as reported by the Train2Game blog, FIFA 12 remains at No.2 while PC title  Football Manager 2012 from London studio Sports Interactive takes No.3 in its first week. Forza 4 drops to No.4 after taking pole position in its first week on sale. Just Dance 3 drops two to complete the top 5, with the majority of copies being sold for the Nintendo Wii.

The Sims 3: Pets is the only other new entry in the top 10 this week, reaching No.6 in its first week, one spot ahead of PES 2012 which slips two spots to No.7 in its second week on sale. RAGE from id Software drops four to No.8, while former long time No.1 Zumba Fitness drops to No.9.

Gears of War 3, another former chart topper, completes the top ten after dropping four places. F1 2012, Dark Souls and Jonah Lomu Rugby Challenge all leave the top ten.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 22nd  October 2011 is therefore as follows:

1. Batman: Arkham City (Warner)
2. FIFA 12 (EA)
3. Football Manager 2012 (Sega)
4. Forza Motorsport 4 (Microsoft)
5. Just Dance 3 (Ubisoft)
6. The Sims 3: Pets (EA)
7. PES 2012 (Konami)
8. Rage (Bethesda)
9. Zumba Fitness (505 Games)
10. Gears of War 3 (Microsoft)

The biggest release of the coming week is Battlefield 3, which Train2Game students will know recently held a successful open beta.

So Train2Game, what do you make of the good week for British developers? What are your thoughts on Arkham City? And will it be Battlefield 3 that takes No.1 next week?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: UKIE Games Charts©, compiled by GfK Chart-Track]

Train2Game news: Portal 2 wins ‘Ultimate Game of the Year’ at Golden Joystick Awards

Train2Game students will know Portal 2 as a great example of game design and may be pleased to hear that the puzzle title has been named Ultimate Game of the Year at the Golden Joystick Awards.

The event took place at Park Plaza Westminster Bridge in London.

The Train2Game blog has previously reported that Valve regard Portal 2 as their best single player game, and it seems the general gaming public agree having voted it as Ultimate Game of the Year.  Portal 2 was UK No.1 for 2 weeks earlier this year.

Elder Scrolls V: Skyrim walked away with the ‘One to Watch’ award, regarded by many as the second biggest award of the night, while Call of Duty: Black Ops took the award for Best Shooter.

FIFA 11 fought of PES 2011 to win the Best Sports Game Award, while Train2Game forum user favourite Minecraft took Downloadable Game of the Year. Sonic the Hedgehog won the Golden Joystick for Outstanding Contribution.

Train2Game students can see the full list of winners below:

Action/Adventure Game of the Year:  Assassin’s Creed: Brotherhood (Ubisoft)

Mobile Game of the Year: Angry Birds Rio (Rovio)

Roleplay Game of the Year: Fallout: New Vegas (Bethesda Softworks)

MMO  Game of the Year: World of Warcraft (Blizzard Entertainment)

Fighting Game of the Year: Mortal Kombat  (Warner Bros. Interactive)

Racing Game of the Year: Gran Turismo 5 (Sony)

Sports Game of the Year: FIFA 11 (EA Sports)

Strategy Game of the Year: Starcraft II: Wings of Liberty (Blizzard Entertainment)

Music Game of the Year: Guitar Hero: Warriors of Rock (Activision)

Free-to-play Game of the Year: League of Legends (Riot Games)

Downloadable Game of the Year: Minecraft (Mojang)

Shooter Game of the Year: Call of Duty: Black Ops (Activision)

One To Watch: Elder Scrolls V: Skyrim (Bethesda)

Innovation of the Year: Nintendo 3DS

Outstanding Contribution: Sonic the Hedgehog (SEGA)

Ultimate Game of the Year:  Portal 2 (Valve)

So Train2Game, what are your thoughts on the Golden Joystick Awards? Is Portal 2 a worthy winner? Who did you vote for?

Leave your thoughts here on the Train2Game blog, or on the Train2Game forum.