Train2Game news: Rayman Origins developer on benefits of ‘less is more’ game design

Train2Game game designers should find Rayman Origins designer Chris McEntee’s discussion of Ubisofts ‘rational design’ interesting, as he explains how he believes its key to success in game design.

“Rational design is all about eliminating unnecessary information, making things inherently readable, understandable and apparent, introducing mechanics in an orderly and easily digestible fashion, and preserving the learning and difficulty curves of a game, known as macro flow.” McEntee told Gamasutra in a huge feature on game design.

“In principle, it is best to provide a player with significantly interesting and deep mechanics that are well explored and exploited through clever rationalized level design, rather than injecting the game full of one-shot gameplay mechanics to feign depth.”

The Rayman Origins designer added that when it comes to game design, keeping it simple with a less is more approach is a good philosophy to follow.

“We try, as designers, to overstuff our games with content, ideas and objectives because we think that makes it more clever or fun,” said McEntee.

“When we rationalize our game systems and keep things simple but deep, we can truly create a good and meaningful gameplay experience that is also efficient for the team and easy to troubleshoot through iterative play-testing.

“I feel that rationalization is one of the keys to success in the game design field.” he added

Train2Game students can read the full 8 page feature on game design over at Gamasutra.

What are your thoughts on the idea of less being more as a philosophy for game design?

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

Train2Game student industry experience diary: Craig Moore at DR Studios – week 17

Train2Game Game Designer Craig Moore is on a Train2Game work placement at DR Studios. In his latest industry experience diary, he discusses being busy and the advantages and disadvantages of taking risks.

Read what Craig has to say about his Train2Game work placement  here on The Train2Game Blog, or on the Train2Game Scribd page.

Train2Game student industry experience diaries: Jonny Robinson at DR Studios weeks 34 & 35

Train2Game designer Jonny Robinson is on a Train2Game work placement at DR Studios. In his latest industry experience diaries, describes “living my life dream” on his work placement and updates us on the progress of his Make Something Unreal Live team, Commando Kiwi.

Read what Jonny has to say about his Train2Game work placement  here on The Train2Game Blog, or on the Train2Game Scribd page

Train2Game interview: SoulCalibur V game director Daishi Odashima

Train2Game recently sat down for a chat with SoulCalibur V game director Daishi Odashima. In this interview with The Train2Game Blog, Odashima discusses development of SoulCalibur V, ongoing plans for DLC, the importance of community feedback and more. He also reveals what he thinks makes a good game designer!

Read the interview right here on The Train2Game Blog.

Tell us about your role as game director.

I’m game director for SoulCalibur V and I’ve been in the team since SoulCalibur III. On SoulCalibur IV I was a game designer, in charge of character designing in game design. In SoulCalibur V I’m the director.

How do you go about designing SoulCalibur V so that all the characters are balanced?

Basically, we see how the players play, and if the players feel that some characters are too strong then we would tone them down. Of course, if they’re too weak vice versa. For SoulCalibur V, we have chances for players to play before the game is out, where there isn’t a full roster of characters, but we have them play and get their feedback. We use that to balance our characters.

So, testing is a huge part of development before the game is released?

It is an important thing but it isn’t the only thing. Like if we receive feedback over a certain character being too strong, we test it in our own development, we play against each other and sometimes we agree, sometimes we disagree but the final decisions I make. So if I feel [a character] is too strong, then it’ll be balanced.

In the latest update, some characters have been tweaked following user feedback. How important is community feedback, and will that continue to be important for SoulCalibur V?

It’s really important because in our development we only have less than ten people balancing the character. On the other hand you have more than a million, maybe two or three million, playing and they upload their tournament videos, they write opinions on forums and of course we check all that sort of stuff and it’s really important. But it’s not just taking their opinions, we have to gather them up and we have to come up with the final decision, so it’s really important.

Tell us about the plans for SoulCalibur V DLC.

There’s lots of DLC to come for SoulCalibur V to use in the creation mode, which should be coming every four weeks and there are tonnes of parts to come.

Speaking of creation mode, SoulCalibur V players have uploaded many costumes and characters, can you see yourself taking a community created costume and adding it as official DLC?

We look at them and we think that they’re interesting, but we don’t simply take them, we look after it. Also, we have lots of costume designs that weren’t used for SoulCalibur V that can maybe be used for SoulCalibur VI, and basically these designs are determined by the designers who have the final say.

What was the the reason for focusing SoulCalibur V’s story on two characters, rather than the whole roster?

Our first plan on the storyboard was that we had every characters story, and actually we do have it in the studio, but time-wise, man power-wise we weren’t able to do it and only one fourth of what we planned to do is in the game.  Actually, some of the voice-overs are already taken but haven’t been used, so we want to make use of it somehow, but we don’t know how that’s going to be.

What are you most proud of about SoulCalibur V?

I feel that SoulCalibur V is the best fighting tool in this world. For online mode, the lobby system is really made well, also we truly believe that after the character balancing patch it’s going to be a lot better, and I’m pretty sure that any people who are really competitive, or if you’re just starting a fighting game,  can enjoy SoulCalibur V as a fighting tool.

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

I was invited by a friend to a QA section at another game developer. From there another friend at Namco, who was originally a SoulCalibur competitive player, invited me to the SoulCalibur team for character balancing, and well, here I am now.

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

Well, my case was really special because I was invited as a specialist of SoulCalibur and this is a rare case. But what I think is important in becoming a game designer being able to describe what is happening within the game: what is fun, the logic behind it and also the communication skills to be able to explain this to other people.  Those skills are really needed to become a game designer.

Thanks for your time. 

As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum. Many more Train2Game interviews can be seen here. 

SoulCalibur V from Namco Bandai is out now for Xbox 360 and PlayStation 3.

Train2Game news: “Presentational quality can be an integral part of gameplay” says Dear Esther creator

Train2Game Blog readers may recall the success of immersive indie title Dear Esther, and its creator Dan Pinchbeck has been discussing the importance of “presentational quality” in making a game a good experience.

He believes that’s just as important as other elements such as gameplay mechanics.

“Presentational quality really only came into play recently, not that presentational quality has been missing in games, but the discussion about how presentational quality can be an integral part of gameplay.” Pinchbeck told Gamasutra.

“Games like Assassin’s Creed or Skyrim or S.T.A.L.K.E.R., for example, they work not just for their mechanics, they work because they present these incredible worlds.” said Thechineseroom founder.

He added that if game developers put time and effort into making a game world believable, then players will become more engaged as they’re “more likely to buy into this world that’s being presented.”

Pinchbeck’s experimental; story driven indie title Dear Esther reached 50,000 sales in its first week on sale. As previously reported by The Train2Game Blog, it started life as a Half-Life 2 mod. Thechineseroom’s current project is a sequel to Frictional Games’ Amnesia: The Dark Descent, titled Amnesia: A Machine for Pigs.

Train2Game students in the Nottingham area have the chance to see Pinchbeck give a talk about Amesia, storytelling, modding and more when he appears at GameCityNights on Wednesday. There’s more information about it right here on The Train2Game Blog.

What are your thoughts on Pinchbecks comments on “presentational quality.” How important is a game’s world in immersing you in that title?

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

Train2Game student industry experience diary: Matty Wyett-Simmonds week 20

Train2Game student Matty Wyett-Simmonds is on a Train2Game work placement at DR Studios. In his latest industry experience diary, he talks about he’s been up at the Milton Keynes based game developer and talks a bit about the run up to The Gadget Show Live.

Read what Matty has to say about his Train2Game work placement  here on The Train2Game Blog, or on the Train2Game Scribd page.

Train2Game student industry experience diary: Chris Robinson at AppCrowd – Week 2

Train2Game Game Designer Chris Robinson is on a Train2Game work placement at AppCrowd. In this industry experience diary, Chris discusses working on four live titles, testing levels and writing in-game text.

Read what he has to say about his Train2Game work placement  here on The Train2Game Blog, or on the Train2Game Scribd page.

You can read previous entries from Chris here, while there are also plenty more industry experience diaries from other students on the Train2Game Blog.

 

Train2Game student industry experience diary: Fee Stewart at Radiation Burn – Week 10

Train2Game Art & Animation student Fee Stewart has been on a Train2Game work placement at Middlesbrough based game developer Radiation Burn. In her latest diary, Fee discusses her placement being extended news about being nominated for a BAFTA!

Read it here on The Train2Game Blog, or on the Train2Game Scribd page. You can read her previous diaries here, while there are also plenty of industry experience diaries from other students on the Train2Game Blog.

Train2Game Video Blog: Working in the games industry as a result of studying with Train2Game 2

In this video Train2Game pays a visit to Wired Productions where Train2Game student Kimberley Caseres now works as an Assistant Producer.

We talk to Kimberley about working in the games industry and her experiences with Train2Game.

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

Train2Game news: End of Nations beta accepting sign-ups, begins soon

Train2Game students can now register to take part in the upcoming End of Nations beta test.

The free-to-play MMO RTS from Petroglyph and Trion Worlds is scheduled for release later this year, but you can become part of the closed beta by registering your interest at http://endofnations.com/en/beta/

You’ll need to sign up for a Trion Worlds account to take part in the closed beta which will begin during Spring.

There’s much more information about End of Nations in this interview with Senior QA Tester Karl Tars, who even suggested that beta testing can potentially provide decent opportunities for breaking into the industry. Watch the latest End of Nations trailer below.

We recently spoke to End of Nations senior producer Chris Lena, who offered advice on getting into the industry. There’s more End of Nations news right here on The Train2Game Blog.

We’ll keep you informed about the latest beta testing opportunities.

So Train2Game, will you be registering to become part of the End of Nations closed beta? What are your initial impressions of the game?

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