Train2Game news: The Witcher 2 makes you “face the consequences of your actions”

Train2Game Blog readers who play The Witcher 2 will need to “face the consequences of your actions” whatever decisions you make when the RPG gets its Xbox 360 release.

That’s what lead level artist Marek Ziemak told CVG about the game that CD Projeckt have previously described as “The most complex and non-linear story ever told on Xbox 360″

“The spine of our whole game is the storyline and it’s a dark fantasy world where you have to make choices, then later on you have to face the consequences of your actions.” said Ziemak.

“We were looking for a way to make those consequences meaningful and really important for the players. To show that, we sometimes have to kill some characters, sometimes burn places and sometimes make huge changes in the game’s world.”

When asked if that meant CD Projeckt were making parts of the story that might only be seen by a handful of players, Ziemak responded that no matter what, players need to see what consequences their decisions have.

“It’s not always enough to tell you that someone died because of your choice, we want to show you those consequences, because you’re the man deciding, then we have to be prepared that you choose one option or the other.” he said.

“We may have to create twice as much content, but then, there’s twice as much fun!” The Witcher 2 developer added.

Find out more about the development of The Witcher 2: Assassin’s of Kings in The Train2Game Blog’s own interview with lead level artist Marek Ziemak from Gamescom last year.

Train2Game students have the opportunity to question The Witcher 2 developers CD Projekt during a special Q&A event at BAFTA next month. There’s more information about it here on The Train2Game Blog.

What are your thoughts on Ziemaks comments about consequences in The Witcher 2? Is it something that game developers need to put more focus on?

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

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 news: SoulCalibur V story mode “one fourth” of planned size, each character was to have own story

SoulCalibur V’s story mode was originally planned to be four times bigger than it actually is, but time restraints meant it needed to be cut back.   That’s according to game director Daishi Odashima who was speaking in an interview with The Train2Game Blog.

He explained that Namco Bandai team didn’t have the staff or the time needed realise their full vision for Soul Calibur V’s story. The story of the released game mainly focuses on two characters, Patrokolos and his sister Pyrrha, opposed to each character on the roster having their own individual story as previous games in the series do.

“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.” Odashima told The Train2Game Blog.

He added that many of the other planned stories got full voice-overs during SoulCalibur V’s development, but there has been no decision on how to use them yet.

“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.” he said.

The Train2Game Blog interview with SoulCalibur V game director Daishi Odashima, featuring discussion of game development, the importance of community feedback, advice on becoming a good game designer and more, is here.

What are your thoughts on the amount of story mode that was cut from SoulCalibur V? What do you think it says about the pressure on game developers?

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

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 news: UK Charts – FIFA Street stays top

Train2Game students don’t see any change at the top of the UK Charts this week, with FIFA Street holding onto No.1 for the second week running. It marks EA’s ninth week at No.1 this year, with five of their titles having reached top spot.

Resident Evil: Operation Racoon City is this week’s highest new entry at No.2, and the only non-EA title in the top five. Former No.1 Mass Effect 3 slips one to No.3, FIFA 12 holds No.4, while SSX drops to No.5.

Call of Duty: Modern Warfare 3 jumps four places to No.6, sitting one place ahead of new entry Kid Icarus: Uprising for the Nintendo 3DS. Battlefield 3 jumps 12 places to re-enter the top ten at No.8, and it’s followed by F1 2011 which moves up ten to No.9.

Find out more about F1 2011 in The Train2Game Blog interview with Chief Game Designer Steve Hood. 

Mario & Sonic at the London 2012 Olympic Games complete this week’s top ten.

Other new entries this week include Shogun 2:  Total War Fall of the Samurai at No.17, while Ninja Gaiden 3 debuts at No.19.

The UKIE Gfk Chart-Track All Formats Top 10 for the week ending 24th March 2012 is therefore as follows:

1. FIFA Street (EA)
2. Resident Evil: Operation Raccoon City (Capcom)
3. Mass Effect 3 (EA)
4. FIFA 12 (EA)
5. SSX (EA)
6. Call of Duty: Modern Warfare 3 (Activision)
7. Kid Icarus: Uprising (Nintendo)
8. Battlefield 3 (EA)
9. F1 2011 (Codemasters)
10. Mario & Sonic at the London 2012 Olympic Games (Sega)

New releases for the week ahead include Tiger Woods PGA Tour 12, Silent Hill Downpour and Ridge Racer Unbounded.

So Train2Game, what are your thoughts on this week’s UK Charts? What does the continued dominance of EA say? And which game do you think will be No.1 next week?

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

Train2Game news: Paradox Interactive MMO Salem opens beta sign-ups, features permadeath

Train2Game students can now sign up to join the beta for Salem, the upcoming MMO from Seatribe and Paradox Interactive that’s set in the New World frontier.

One of the most interesting aspects of Salem is that the free-to-play MMO features a permadeath mechanic. The Salem beta begins soon and Train2Game students interested in taking part can sign up at http://beta.salemthegame.com/

“We’ve been getting Beta requests from gamers since we announced Salem and it’s great to finally be able to let people into the beta testing” saidSalem lead designer  Björn Johannessen.

“We’ve chosen to keep the sign up completely open, the more the merrier, and will do our best to listen to all feedback we get.” he added.

Find out more about Salem in the developer diary below.

Beta testing is an excellent way for Train2Game students, especially those on the Games QA Tester course to practice their bug hunting skills. 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, keep reading the Train2Game blog. There’s also much more from Paradox Interactive.

So Train2Game, what are your thoughts on Salem and its permadeath? Will you be signing up for a place on the beta?

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

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.