Train2Game News: Console gaming “a wrong turn” for the industry says American McGee

Game designer American McGee believes that digital distribution and free-to-play are the best models for game developers, with traditional console gaming representing a ‘wrong turn’ for the industry.

“It feels to me that with the rise of mobile gaming and ubiquitous networking (social, multiplayer, cloud) alongside pure digital distribution we’re seeing significant change for the first time in 20 years.” the Alice: Madness Returns creator told Game Informer.

“I look back to the era of online, multiplayer PC gaming (DOOM, Command & Conquer, Ultima Online days) and see an absolute fork in the road with the rise of console gaming – a wrong turn, in my opinion.” he continued.

“We’re now back on the right path with developers being able to create and distribute directly to their audiences, with console development (in the current mode) having reached a critical peak and the traditional publishing model making way for a multitude of new paths.” McGee added.

His latest project is free-to-play multiplayer combat title BigHead BASH.

There’s more about the free-to-play distribution model here on The Train2Game Blog.

What are your thoughts on McGee’s comments? Do you think consoles represented a wrong turn for the industry? Are digital and free-to-play the best ways for developers to earn income?

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

Train2Game News: Worms Revolution developer diary discusses classes and customisation

The third Worms Revolution developer diary sees Team 17 discussing the new features for the upcoming latest instalment of the series, including the introduction of classes and the customisation options available to the player.

Senior producer Kevin Alston discusses how the different classes of worms are being introduced to evolve gameplay and gives a rundown of some of new tactics and abilities they bring to Worms Revolution.

Alston also discusses the reasons for introducing visible physical damage to the worms and the variety of customisation options available for almost every aspect of player teams.

Watch Worms Revolution Developer Diary 3: ‘Classes and Customisation’ below, right here on The Train2Game Blog.

There are more developer diaries, giving an insight into development of a wide variety of games, here on The Train2Game Blog. Also, be sure to keep reading for the latest from Team 17 and Worms Revolution.

What are your thoughts on the new class and customisation features for Worms Revolution?

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

Train2Game Interview: Gearbox Software co-founder Brian Martel on starting in the industry and learning from failure

Gearbox Software co-founder and Executive Vice President Brian Martel has worked in the games industry for over twenty years, making him the most experienced member of the Texas studio. The Train2Game Blog recently start down with Martel at a Borderlands 2 preview event where he discussed how he got started in the industry, the importance of learning from mistakes and advice on getting into game development.

How did you get started in the games industry?

I’ve been in the industry now for about twenty years. I got my first start at Microprose, the first game that I worked on was Civilization and I’m the last name that appears in the credits, so I’m extremely proud of my time at Microprose and I learned a lot of valuable lessons from Sid Meier, how he starts and his approach to gaming and that’s really awesome.

I then went to 3D Realms, leaving to be a texture artist. There I met Randy Pitchford; we were paired up, he was a level designer and I was an artist and we really just hit it off. That’s kind of how it worked back in those days; you would just keep pushing each other. Then after that we decided to start Rebel Boat Rocker, which was one of the best miserable failures of our career, we learned a lot about what not to do in making games.

Then we started Gearbox Software and I think we’re going on thirteen years now and that’s been a fabulous experience. We’ve been working on things that we really love like the Half-Life series, working on some Halo, Tony Hawk, even the James Bond franchise; all of these things have been interesting and now we’ve got Aliens: Colonial Marines which is fantastic, a dream come true. And then owning our own intellectual properties, like working on the Brothers In Arms series and Borderlands.

So, it’s been a pretty cool ride, really love making games, we’re entertainers at heart and this is what we do.

You mentioned learning from mistakes there, how important is it then for young game designers to actually make mistakes and learn from them?

Yeah, you have to fail, you have to learn what works and what doesn’t work, and the only way to really do that is to not be afraid of those failures and kind of push forward and try and do and make new things and do stuff, that’s really what you need to do. I mean everything doesn’t have to be perfect.

Probably the best lesson in all of this, and it’ll sound kind of silly and base if you will, is you have to learn when things are good enough, and that’s sort of the trick. The customer doesn’t know the difference between you’re vision – which is far exceeding your capabilities – and what they get in the box, or on an app, or whatever. So just do it, make it, make something, make something they can feel and experience.

It’s like writers, right? You should just have to write, and that’s the same kind of thing, just make games. If you like programming, do what you love; if you like programming, you like art, just do what you love, do it. Just do it over and over and over again, find people you can work well with – they’re going to feed your passion and drive, that kind of thing.

So, would that be your advice to anymore aspiring to break into the games industry? Do programming, produce art, mod for example.

Yeah, exactly. Mods are a great way to start; because that way you can build a community, figure out what it’s like to work with other people. Its one thing when you’re on your own in your bedroom, garage, whatever, and you’re doing your own thing. But once you start working with people, collaborating and understanding how to make those compromises you have to make, sometimes some of the best things come out of those compromises, they come out of the discussion, because two different people have disparate ideas and you can’t get that on your own.

I think that’s where small teams are really great to do that, and even in large teams, having really great experienced leaders can help that, and the only way to get there is by doing it and getting through it and learning what to do.

Thanks for your time.

There’s more from Gearbox Software here on The Train2Game Blog, while there’s also plenty more advice from industry experts.

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

Train2Game News: Gearbox co-founder Brian Martel on getting into the industry – “Mods are a great way to start”

Gearbox Software co-founder and company CCO Brian Martel believes modding is a great way for aspiring game developers to gain the skills needed to break into the industry.

“Mods are a great way to start; because that way you can build a community, figure out what it’s like to work with other people.” he told The Train2Game Blog at a recent Borderlands 2 preview event.

“It’s one thing when you’re on your own in your bedroom, garage, whatever, and you’re doing your own thing. But once you start working with people, collaborating and understanding how to make those compromises you have to make, sometimes some of the best things come out of those compromises, they come out of the discussion, because two different people have disparate ideas and you can’t get that on your own.”  Martel continued.

“I think that’s where small teams are really great to do that, and even in large teams, having really great experienced leaders can help that, and the only way to get there is by doing it and getting through it and learning what to do.” he added.

Our full interview with Gearbox Software co-founder Brian Martel will be published shortly, with more from the studio here.

DayZ creator Dean “Rocket” Hall also recently spoke to The Train2Game Blog about the benefits of modding.

Modding is a great way for Train2Game students to practice and show off their skills, and there’s a lot more about it here on The Train2Game Blog, including what ValveUbisoft and  id Software told us about it.

What are your thoughts on Brian Martel’s advice?

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

Train2Game News: Born Ready Games release first Strike Suit Zero developer diary

Get behind the scenes of Strike Suit Zero, the upcoming space combat title from Guildford studio Born Ready Games in the first of a series of developer diaries.

The video sees creative director Jim Mummery and lead designer Christopher Redden discuss various aspects of Strike Suit Zero including narrative, the role of the player, gameplay mechanics and there’s also pre-alpha footage and concept art.

Watch the developer diary from Born Ready Games below, here on The Train2Game Blog.

Strike Suit Zero is scheduled for release through Steam and Origin later this year, with Xbox and PS3 downloads set for early 2013.

There are more developer diaries, giving an insight into development of a wide variety of games, here on The Train2Game Blog.

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

Train2Game News: Assassin’s Creed III creative director commentates Boston gameplay video

Assassin’s Creed III creative director Alexander Hutchinson commentates on a brand new gameplay video, giving us a glimpse at city gameplay and insights into development into the latest title in the Ubisoft series.

Hutchinson discusses a number of new features, including implementing side missions into the main narrative, the mechanics of the new stalking zones, and how combat for Assassin’s Creed III has been built from the ground up. All of this commentary takes place over gameplay footage of one of the new cities for the game, Boston.

Watch the Assassin’s Creed III Boston demo with commentary below.

You can get more insight into development of Assassin’s Creed III in this Frontier video, which also features commentary from the creative director.

There’s more Assassin’s Creed news here on The Train2Game Blog, while you can also keep reading for more from Ubisoft.

What are your thoughts on the new features for Assassin’s Creed III?

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

Train2Game News: “We want to be on the bleeding edge of technology and that means having to invent it” – Epic Games

Epic Games invent technology in order to maintain their place as one of the cutting edge names in game development.

That’s what Epic Games Vice President Mark Rein told Sports Interactive boss Miles Jacobson in a developer dialogues session at Develop Conference 2012.

“We want to be on the bleeding edge of technology and that means having to invent it” said Rein, who enthusiastically pointed out that in order to improve as a company, Epic are always hiring.

Of course, Epic recently revealed the potential future of gaming by showcasing an Unreal Engine 4 tech demo. But while Epic Games want to be number one when it comes to video games technology, their UDK modding tools allow developers of all abilities to create games, and Rein said this was always part of Epic’s plans.

“We always intended to make modding tools clean and easy enough for anyone to use.” he said.

Epic Games partnered with Train2Game earlier this year for Make Something Unreal Live, which saw winning team Commando Kiwi walk away with a fully licensed Unreal Engine for iPhone and iPad.

There’s more news from Develop Conference right here on The Train2Game Blog, while be sure to keep reading for the latest from Epic Games.

What are your thoughts on Rein’s comments?  Is inventing technology necessarily to be at the cutting edge of it?

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

Train2Game News: ‘Remain focused’ – Sony on pitching ideas to publishers

Game developers need to be absolutely focused when pitching ideas to publishers, or there’s a high chance the game won’t be signed at all.

That’s according to Sony Computer Entertainment executive producer Pete Smith, who made the comments while presenting his Pitching to Publishers session at Develop Conference 2012.

“You need to know what your games actually about” said Smith. “If you won’t have focus for your game then that’s a serious problem.”

Smith demonstrated the difference between a focus and an unfocused pitch by showing videos of two development teams discussing their game ideas. The first was from Evolution as they pitched Motorstorm in a clear and concise way, with each member of the team using the same key words to describe the idea. Motorstorm went on to sell millions.

A second clip showed a development team attempting to pitch EyeToy Lemmings, but some of the team weren’t even able to say what the game was. The game wasn’t signed and Smith pointed out that the studio doesn’t exist anymore.

“Be able to pitch in one sentence,” the Sony executive producer added, before going onto say a good game idea should attempt to be relevant, distinctive and innovative, and that Sony are happy to work with studios of all sizes.

Keep reading The Train2Game Blog for the latest news from Develop Conference.

What are your thoughts on the advice from Sony? What would you consider when pitching ideas?

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

Train2Game News: “Playing board games is fantastic training for game designers” – Creative Assembly lead designer

Shogun 2 Total War

Game designers should play board games in to help improve their skills. That’s the view of The Creative Assembly lead designer James Russell, who was speaking about making the mechanics of Total War and game design at Develop Conference 2012.

“Playing board games is fantastic training for game designers,” he said. “Everything a player does is raw gameplay.”

It formed part of a wide ranging session in which the Total War lead designer discussed subjects ranging from the key game design pillars of Shogun 2: Total War, to how, ultimately every single video game is based around player choices.

“Gameplay is all about choices and trade-offs. Games present players with interesting decisions with pros and cons.” said Russell, adding that weak gameplay is generally down to weak design choices.

The session concluded with The Creative Assembly man showing off pre-Alpha footage of Rome 2: Total War for only the second time. The game is scheduled for release towards the end of 2013.

Keep reading The Train2Game Blog for the latest news from Develop Conference, while there’s more from The Creative Assembly here. That includes information about their recently released Shogun 2 map editor.

How important do you feel board games are for game designers? Are you a board game player?

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

Train2Game News: “If you want to be successful, do something different” – Ian Livingstone

To thrive in the games industry, you need to be a little different and preferably own your own IP. That’s according to Eidos Life President Ian Livingstone who was delivering his keynote at Develop Conference 2012.

“If you want to be successful, do something different, follow your heart” he said during his visionary session ‘From Dungeons to Downing Street – A Life in Games.’

The industry veteran discussed everything from founding Games Workshop, to Fighting Fantasy, to Tomb Raider. He also emphasised the importance for developers to control their own intellectual property.

“If you want real value, you need to create and own your own IP.” said Livingstone, later adding “If you can create your own IP, then do so.”

The games industry legend also told the audience how the three most important things in a game for him are gameplay, gameplay and gameplay. And as previously reported by The Train2Game Blog, Ian Livingstone believes “There’s never been a better time to run your own gig.”

Ian Livingstone was one of a number of industry figures who aided in mentoring Train2Game students taking part in Make Something Unreal Live earlier this year. The Games Workshop co-founder said he was “delighted” to be part of the initiative.

The Train2Game Blog will publish an interview with Ian Livingstone in the near future, but in the meantime, there’s more from the Eidos Life President here.

What are your thoughts on Livingstone’s comments? Do you agree that doing something different and owning your own IP are key to success?

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