Train2Game news: High console prices are why consumers are turning to free-to-play

Train2Game students will be aware of the rise of free-to-play titles, and according to one industry observer, the success of that model is due to the high price of console games.

“It removes the risk from the consumer,” CEO of mobile company Addmired Gabriel Leydon told 2012 D.I.C.E summit in Las Vegas about free-to-play.

“The consumer pays nothing to try out the game. I want the consumer to play for months without paying. Good free to play encourages players to stay and that’s where the longevity is, because the risk of an online pass, consoles that can’t play used games, DLC and all this stuff, after I’ve paid $70; why would do I do that? I can play lots of great games that are free.” he said.

“Free-to-play is the MP3 of the video game industry and it will destroy all business models and it removes the risk for the consumer,” Leydon added.

Rock Hippo Productions, publishers of free-to-play multiplayer combat title Brawl Busters recently told The Train2Game Blog that the free-to-play model allows games to reach a bigger audience.

“As you know, the free-to-play market is having a big impact right now, and there’s a good reason for that. We’re able to reach a much larger audience for our games and the players can decide how much their experience is worth.” Rock Hippo’s Flavio Caracas told The Train2Game Blog.

Read the full Train2Game Blog Brawl Busters interview here.

MMOs including Lord of the Rings Online, Dungeons and Dragons Online, Star Trek Online and, as reported by The Train2Game Blog, even Everquest are among those which have switched to a free-to-play model, each with a varying degree of success.

For the latest news about the trend of free-to-play, keep reading The Train2Game Blog.

So Train2Game, do you agree with Leydon? Are the high prices of games the reason why free-to-play is becoming more popular?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

[Source: GI.biz]

Train2Game news: Double Fine turns to crowd funding for new project, reaches $400,000 goal in hours

Train2Game students should find this news very interesting. Double Fine, the studio of adventure game veteran Tim Schafer have turned to Kickstarter – the crowd funding service for creative projects – in order to develop a brand new game.

The adventure game from the man behind the Monkey Island series, has reached the $400,000 needed to fund the project in just a matter of hours.

Members of the public can use Kickstarter to fund indie game projects, with studios, including Double Fine, offering incentives to those who pledge certain amounts.

“Crowd-sourced fundraising sites like Kickstarter have been an incredible boon to the independent development community,” said Schafer.

“They democratize the process by allowing consumers to support the games they want to see developed and give the developers the freedom to experiment, take risks, and design without anyone else compromising their vision.”

“It’s the kind of creative luxury that most major, established studios simply can’t afford. At least, not until now.”

What Train2Game student may be particularly interested in is that Schafer has committed to using the funds not only to make a brand new, old school adventure game, but also to make monthly behind the scenes documentaries showcasing the game development process.

“There’s an unprecedented opportunity to show the public what game development of this calibre looks like from the inside,” he said

“This documentary series will strive to make the viewer as much a part of the process as possible by showing a game grow from start to finish, with all the passion, humour, and heartbreak that happens along the way.”

“Double Fine is committed to total transparency with this project, ensuring it is one of the most honest depictions of game development ever conceived.” Schafter added.

For more information about the Double Fine project, and the awards available to backers, visit the Double Fine adventure Kickstarter project page.

So Train2Game, what are your thoughts on Double Fine turning to Kickstarter? Would you consider using the model? Will you donate to Double Fine?

Leave your comments here on The Train2Game Blog, or on the Train2Game Forum.

Train2Game interview: Rock Hippo Productions on Brawl Busters

Train2Game recently caught up with Rock Hippo Productions to talk about their latest release, Brawl Busters, a free-to-play multiplayer combat title.

In an extensive interview, Marketing Manager Flavio Caracas discussed development of Brawl Busters, the importance of beta testing, industry trends including free-to-play and social gaming and much more. Read it right here on The Train2Game Blog. As usual, leave your comments here, or on the Train2Game forum.

Train2Game Blog: First of all, for those who aren’t familiar with it, what is Brawl Busters, how does the game work?

Flavio Caracas: Brawl Busters has an over-the-top style of action combat with single-player, multiplayer, and co-op modes. There are 5 unique fully customizable classes: Slugger, Firefighter, Rocker, Boxer, and Blitzer. The controls are super intuitive, letting beginners pull off combos with ease but require a lot of practice to compete at the top level. We feel that this mix can bring gamers of all kinds together in a way that hasn’t really been done before in this space. Check out the game for yourself at www.BrawlBusters.com.

What are the key elements of gameplay, and how did the game design team decide on them?

Players battle in a variety of environments, called districts, all part of “Mega City”. They all have a very fun, urban aesthetic and feel very much alive. The size of the playing environments varies, smaller maps encouraging frantic fast-paced action while the larger maps provide more strategic and team oriented game play. One of the most important aspects of the game is interaction with the environment. Players will need to destroy objects to get power-ups, avoid environmental hazards, and find boosts to get high ground advantage. As for progression, players will earn experience and Buster Points which will allow them to level up, unlock other classes, get new abilities, and customize their characters further. Gameplay elements are ultimately chosen based on fun factor, and finalized after lots of testing.  We also get input from the player community, which is another great resource for us.

What are the different character classes, and how difficult was it to create a good balance between them?

There are five classes to choose from, each with their own unique moves, strengths, and weaknesses. Each class can also be customized by gender, body type, gear, and weapons. The Slugger is a baseball player with ranged and guided attacks, a powerful special, but lower movement speed. The Rocker is a balanced fighter with deadly combos, area of effect attacks, but no dominant strength. The Boxer has the fastest movement speed, projectile attacks, but the lowest HP.

The Firefighter is a containment specialist with long range attacks, defensive barriers, but vulnerable close range. The Blitzer is an American football player with the highest attack power, highest HP, but lower movement speed. These are the basic differences, but you’ll find even more as you play the game, and of course strategy is the key no matter the class chosen. It’s not easy to balance the classes but it’s a must for competitive games.

Brawl Busters has a distinct visual style, how did the art & animation team settle on that design?

All of our games have a very distinct visual style, which provides a fun, light-hearted atmosphere and opens up a lot more gameplay possibilities than a game with realistic graphics. There are things we can do in this game that would definitely look out of place if not for the cartoon style visuals. It also helps to keep the game objectives clear to the player as well as providing a wide range of interesting environments.

Each class is fully customisable, how important can that be in drawing people into play the game?

We’ve actually received a lot of positive feedback regarding that aspect of Brawl Busters. Players want to feel in control of their character, including their looks. It also provides a much greater variety of characters to encounter including options for gender and race. Our goal is to make a game that can be enjoyed by everyone and represents our global culture.

Brawl Busters went through extensive beta testing, how important is that and QA testing to the game development process?

QA is absolutely crucial to the development process. Something may seem like a good idea on paper, but we’ll never know for sure until we test it out. Beta testing allows us to involve our community in game balance decisions and with any bugs overlooked during QA. We’ve been very lucky so far with our community as they have been extremely helpful to us and new players during the open beta phase and our official release. We expect that to continue into 2012 and plan to involve them even more as the game progresses.

What are the reasons behind making Brawl Busters free-to-play? Is F2P the future of the industry?

As you know, the free-to-play market is having a big impact right now, and there’s a good reason for that. We’re able to reach a much larger audience for our games and the players can decide how much their experience is worth. It can seem counter intuitive, but the results speak for themselves. I think that F2P will become increasingly important in the industry, but there will always room for different models.

With so much competition out there in the free-to-play market, how are you encouraging people to play Brawl Busters?

We consider competitors on all different levels and platforms, however online PC games are where we focus our efforts as a publisher. I think that as time goes by, lines will be blurred and we will be in more direct competition with even more categories. And of course, there’s even some friendly competition between our own games as well. We focus on providing new game experiences that are accessible to as many players as possible, and we let the quality of our games speak for itself.

What are the plans for updates in future? How will you keep Brawl Busters fresh?

Of course, this is just the beginning. We know how important it is to provide fresh content and new experiences for our players. Right now we’re adding language support for German, French, Portuguese, and Spanish. You can also expect new modes, new areas, and new gear on a regular basis.

Brawl Busters features a lot of social media integration, how important is that to games now, and how important will it become?

Actually, we’re just starting to integrate social media with Brawl Busters. We still have a lot of ideas and great new ways to make our game even more social. Online games are essentially about the interaction and competition with other players. Social media is a key platform to engage and interact with the community, and in my opinion still in its infancy stages. As social media evolves, we must also learn new methods to engage our players.

Tell us a bit about the studio behind Brawl Busters.

Our partners at SkeinGlobe are based in South Korea and have done an amazing job with the game. We’re very happy to work with a group that has the same goals we do. Their aim was to create something that appeals to a worldwide audience, and is accessible to players of all skill levels. For us, it was a no-brainer to partner with them and deliver such a great, unique game to our audience.

How did you get into the games industry?

I came from a background in marketing and advertising, starting out at an ad agency focused on health and lifestyle. I’ve been a gamer my whole life, so when I got the opportunity to join the industry, it was an easy decision to make. It’s very exciting to not only be a part of the games industry, but also in a sector that brings innovation and new challenges.

And what advice would you give to those looking to get into the industry?

There are so many different ways one can be a part of the games industry. You just have to focus on your strengths and look for a company that’s compatible with your goals. And if that company doesn’t exist, then there might be an opportunity to create one. Always remember what your goal is, be passionate about your work, and the rest will follow.

Thanks for your time

Brawl Busters is free-to-play and can be downloaded from www.BrawlBusters.com

Train2Game students share views on pre-owned games market

Train2Game students recently saw The Train2Game Blog post about Volition Game Designer Jameson Durall speaking out against pre-owned games, in which he welcomed the idea of a console that doesn’t play second hand titles.

Train2Game students had a variety of different opinions on the matter – as evident on the Train2Game Facebook page – but a common thread was banning the next Xbox console from playing pre-owned games would only work if games were sold at a lower price.

That’s perfectly fine if they make games cheaper to buy in the first place. £20-£30 would prob sell more units, would stop trading and would also cut down on file sharing!” Train2Game student Rob Farmer replied.

And Train2Game student Craig License agreed, adding that it’s already happening with PCs and people already familiar with it.

“This happened with PCs years ago with the likes of CD keys and DRM. People will be pissed to start but over time they’ll get used to it. To counter this they do either need to lower the initial game price so more people will buy them or just have constant sales and discounts on games, like Steam does.” he said.

Meanwhile, Train2Game student John Esslemont thinks game developers would benefit from extra sales of games.

“I think this is an amazing idea. Just think of the better experiences we can have if the developers receive that extra cash and we are not talking 1000’s we’re talking millions.” he posted on the Train2Game Facebook page debate.

However, it was Train2Game student Leigh Radmore who offered a more radicial solution to developers losing revenue through second hand sales, suggesting that retailers should be required to hand over royalties to compensate studios lost revenue

There is always going to be a massive divide between the industry and the consumers when it comes to the second hand market.” he said

“Whatever action is taken, whether it be to keep going along with how it is now which hurts development investment, or to increase the measure’s devised to force the consumer to buy new, the only ones that are getting anything out of it are the retailers in the middle.” Leigh continued.

“How about, instead of alienating the consumer, go after the retailers that are making all the profit on someone else’s work? How about licencing them or pushing for sales royalties?” the Train2Game student added.

Have an opinion to share about pre-owned games? Leave it here on The Train2Game Blog, the Train2Game forum, or the Train2Game Facebook page.

Train2Game news: PlayStation Vita “first platform that gives everything” says Bioshock creator

Ken Levine Train2Game blog imageTrain2Game students may be looking forward to the soon to be launched Sony handheld, the PlayStation Vita, and according to Bioshock creator Ken Levine, it offers everything a gamer would want.

“It’s a really interesting platform because, as a gamer, it’s the first platform that really sort of gives everything. It’s the first time I can play things like shooters on an aeroplane; and I don’t like feeling I’m playing something that’s compromised in any way.” Levine told PSM3.

“”There will be whole kinds of games that you wouldn’t have been able to play before on the Vita.” he added.

Levine’s comments are similar to those that, as reported by The Train2Game Blog, came from Sony towards the end of last year.

“We are going to truly differentiate ourselves from the competition, so people who do care about the gaming – who want a deeper, richer, more immersive experience with their gaming – are going to absolutely love this device.” said Sony Worldwide Studios European senior VP Michael Denny.

As previously reported by The Train2Game Blog, Bioshock Infinite creator Ken Levine featured as part of Sony’s E3 presentation, revealing that a Bioshock title for PlayStation Vita is in the works.

The PlayStation Vita is released in Europe on February 22nd, find out more about it here on The Train2Game Blog.

What are your thoughts on Levine’s comments about PlayStation Vita? Will you be buying the handheld console later this month?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

[Source: CVG]

Train2Game QA Tester Daniel Parkes February update with another 100% TMA

Train2Game student Daniel Parkes has posted his first blog update of the year, and it brings good news; he’s achieved 100% in for his latest TMA on the Train2Game Game QA Tester course.

“Well as for my latest TMA mark I’m very happy to say I achieved 100%. I’m very happy with the way my course is going and very much looking forward to a new year with Train2Game” writes Daniel.

The Train2Game Games QA Tester also reveals how much time he spends working on his course, and talks about why he’s joining the beta testing programmes of various games.

Read Daniel Parkes latest post in full here on his blog.

You can find out about Train2Game Games QA Tester Daniel Parkes and his progress, right here on The Train2Game Blog. For more information about the Train2Game Games QA Tester course, see the official Train2Game website.

As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game news: Official Skyrim mod tools now available via Steam

Train2Game students can now get their hands on official modding tools for The Elder Scrolls V: Skyrim.  The Skyrim Creation Kit allows modders to create in-game assets using the same tools that developer Bethesda used to make the full-game.

The release of Skyrim modding tools also sees the Steam integrated Skyrim workshop go live, allowing Skyrim modders to create, download and upload mods more simply than ever before.

To celebrate the launch of the Skyrim Creation Kit, Bethesda has released a High Resolution Pack which is available to download through Steam. Valve have also released a Skyrim mod, Fall of the Space Core, Vol. 1 which sees Portal 2’s  Nolan North voiced Space Core join you in Skyrim.

Train2Game students can access the Skyrim workshop by visiting www.mods.elderscrolls.com

You can see the official Skyrim mod tools in action in the trailer below.

Much more information about the modding tools is available on The Elder Scrolls community page.

A number of Train2Game students have been lookingforward to making Skyrim mods using Bethesda’s Creation Kit, and if you can get involved too. See this thread on the Train2Game forum for more information.

The Train2Game Blog has previously shown you some of the stranger Skyrim mods, including ones that let you turn Dragons into My Little Pony or “Macho Man” Randy Savage, and a mod that turns Mudcrabs into Futurama’s Doctor Zoidberg.

Keep reading The Train2Game Blog for the latest news about modding and how it could benefit you.

Will any Train2Game Blog readers be grabbing the Skyrim mod tools? Do you have any ideas for creations?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game news: Kingdoms of Amular: Reckoning producer on getting into the industry

Train2Game students who want to get into the production side of the games industry could do worse than to take advice from someone working in that position for EA.

And in the latest post of EA’s ‘Breaking into the industry’ series, EA Partners Producer Benjamin Smith – who most recently worked on Kingdoms of Amular: Reckoning – says that aspiring producers need to know why a game is good or bad, in addition to being good communicators.

“In Production, you should know what is and isn’t a good game at a mechanics level – not just a game level – because you need to understand why a particular game is good. But you should also be good at process. Organized. Articulate. This is a relationship job and a relationship business.” he responded to the question of what advice he’d give to aspiring producers.

The whole interview should be very interest to Train2Game students, and Smith even details how he began working for EA as a tester. Read the whole thing in full on the EA website.

The useful EA web series has already provided some great advice to Train2Game students, with Dead Space 2 game designer Brian Bartram, and EA Environment Artist Phillip Simmons both having previously shared their tips for breaking into the industry.

The Train2Game Blog recently spoke to UFC Undisupted 3 Senior Designer Wes Bunn, who also provided Train2Game students with advice on how to get a job in the games industry.

So, have you thought about becoming a Producer in future? What do you think of Smith’s advice?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game news: F2P reaches “a much larger audience” say Brawl Busters devs Rock Hippo

Train2Game students will be aware of the increasingly popular free-to-play model of development, in which games are released for free then secure revenue through optional in-game purchases.

MMOs including Lord of the Rings Online, Dungeons and Dragons Online, Star Trek Online and, as reported by The Train2Game Blog, even Everquest have switched to a free-to-play model.

Brawl Busters, the recently released action combat title from Rock Hippo Productions, has adopted free-to-play from the outset, and in a soon to be published interview with The Train2Game Blog,  Marketing Manager Flavio Caracas says encourages many more people to try the game.

“As you know, the free-to-play market is having a big impact right now, and there’s a good reason for that. We’re able to reach a much larger audience for our games and the players can decide how much their experience is worth.” he told The Train2Game Blog.

Caracas added that free-to-play will only become more significant to game developers in future.

“It can seem counter intuitive, but the results speak for themselves. I think that F2P will become increasingly important in the industry, but there will always room for different models.” he said.

Yesterday, The Train2Game Blog reported that the Brawl Busters studio thought that QA and beta testing is crucial to the game development process. The full Train2Game Blog interview with Rock Hippo Productions will be published shortly.

There’s much more about free-to-play here on The Train2Game Blog.

What are your thoughts on Brawl Busters being free-to-play? Is the most important thing for a developer to make as many people play their game as possible?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game news: Hawken closed beta open for registration

Train2Game students have the opportunity to be a part of the closed beta for Hawken, the upcoming multiplayer mech combat FPS from indie studio Adhesive Games.

Hawken isn’t going to be released until 12th December 2012, but Train2Game students can sign up to be a part of the closed beta by registering details at https://playhawken.com/.

Adhesive Games have also announced that Hawken will be free-to-play. Want to know more about Hawken? Watch the trailer below.

Beta testing is an excellent way for Train2Game students, especially those on the Games QA Tester course to practice their bug hunting skills. Not only that, but in an interview with the Train2Game blog, Trion Worlds Senior QA Tester Karl Tars said that beta testing is potentially a way to get into the industry.

And in a recent interview with The Train2Game Blog, Brawl Busters developers Rock Hippo told us that beta testing is “crucial” to the game development process.

For more on beta testing, how it’s useful for Train2Game students, and opportunities to get involved with it, see the Train2Game blog.

So Train2Game, what are your initial thoughts on Hawken? Will you be applying for a place in the closed beta?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

[Source: PC Gamer]