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 news: Double Fine’s Tim Schafer and Ron Gilbert discuss game design

Train2Game students should find the contents of this post rather interesting. It’s a video featuring Double Fine’s Tim Schafer and Ron Gilbert in discussion about adventure games.

In the 35 minute long video, the creators of the Monkey Island series talk about the adventure genre as a whole, look at what they did right and what they did wrong, and dissect game design as a whole.

The video from Two Player Productions should give Train2Game students a fascinating insight into the minds of two legendary figures in the games industry. You can watch it below.

The Train2Game Blog recently posted about Double Fine’s Kickstarter project, which is now backed with $2.24 million. Those who pledge $15 or more to the Adventure Game project will gain access to the beta.

We’ll be sure to bring you all the latest news from Tim Schafer and Double Fine.

What are your thoughts on Tim Schafer and Ron Gilbert’s discussion? Has it given you anything to think about?

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

Train2Game news: EA Creative Director offers advice on getting ahead in the industry

Train2Game Blog readers may be familiar with our coverage of EA’s Breaking Into The Industry series, which sees experienced, established names talking about the job they do and offering advice on getting into the industry.

The latest in the EA series sees EA Partners Creative Director David Luoto – who has worked on titles including Road Rash and James Bond games – take the spotlight, as he offers advice on how to get ahead in the industry. 

He’s specifically talking about how to become a Creative Director, but Luoto’s advice also provides hints on how to become a great member of any game development team.

“Some practical advice – any design role is about mediating between fundamentally opposed goals. It’s all too easy for an aspiring designer to think, “The designer is the one who gets to say what the game is!” While it’s trivially true that the designer is responsible for planning, the challenge of the role is to successfully moderate among many competing interests.” said Luoto

“To use an analogy… An architect may have a great vision, but the project is built within the context of many conflicting goals: the intended use of the building, the amount of money to be invested, the materials used, structural engineering limits, the image the client wants to project, etc. So my advice is to cultivate your ability to listen and moderate, because it’s one big balancing act.” he continued, before adding that it’s a great time to be a game developer.

“I’ll also add this: Interactive entertainment is an incredibly interesting art form that is continuing to evolve. It’s a great time to be in the industry, and there are all sorts of ways to be involved in this business if you have the drive and aptitude. Dream big.” Luoto concluded.

Kingdoms of Amular: Reckoning Producer Benjamin Smith, Dead Space 2 game designer Brian Bartram, and EA Environment Artist Phillip Simmons are among those that have previously spoken to The EA blog, providing advice on how to get into the industry. 

EA are keen to hear from you if you’ve got a specific video game job you’d like to hear more about, so if you’re interested, leave a comment at the bottom of their latest post.

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

Train2Game news: The Witcher 2 dev diary on writing “The most complex and non-linear story ever told on Xbox 360”

Train2Game students interested in story writing in games, RPGs in particular are likely to find this The Witcher 2 Xbox 360 developer diary rather fascinating.

CD Projekt diary provide some great insights into how The Witcher 2 was written, and they make the bold claim that it’ll offer “The most complex and non-linear story ever told on Xbox 360,” a statement backed up by four possible game openings and sixteen endings.

The Witcher 2 Xbox 360 developer diary also explains how the CD Projekt  game designers plan and write such an open narrative.

“We had to produce complicated flowcharts illustrating all the possible connections between different events and different characters, as well as the links between different questions in various circumstances.” said game designer Arkadiusz Borowik.

“Because before sitting down to work on the game itself, we had to know just how complex its structure would be and how much effort it would take.”  he added

Watch The Witcher 2 Xbox 360 developer diary below, right here on The Train2Game Blog.

For more about the development of The Witcher 2, read The Train2Game Blog interview with CD Projekt Environment Artist Marek Ziemak, in which he also reveals he started his career in the games industry as a QA Tester.

The Witcher 2 Assassins of Kings Enhanced Edition is released April 17th for Xbox 360. The PC version is available now.

What are your thoughts on the claim that The Witcher 2 being the most complex story ever told for Xbox 360? And what insights did you get from the developer diary?

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

Train2Game news: Mass Effect 3 writer offers advice on getting into the industry

Train2Game students who want the best chance of finding a job in the games industry should create their own games. That’s the advice from BioWare writer Sylvia Feketekuty, who is responsible for dialogue in Mass Effect 3.

“Try creating a game of your own. There’s a lot of community-supported game-making software out there.” she told the BioWare Blog in an interview about her role as writer for Mass Effect 3.

“Even if what you put together ends up small and basic, you’ll learn a lot about working in an interactive medium. It’ll really help you figure out where your strengths and interests lie. You’ll also have a lot of fun, too, between the bouts of frustration. Adjust what you have to, and don’t give up!”

Feketekuty also believes that game designers should read as much as possible, as it helps with creativity.

“I’d also encourage people to read as much as possible. Research topics you find interesting. Pick up a classic. Open up a play, or a movie script, or a travelogue if you’ve never checked one out before.” she said.

“Reading widely helps you become more creatively well-rounded, and that’s a trait developers always love to see.” the Mass Effect 3 writer added.

Train2Game students might find the BioWare Blog interview with Sylvia Feketekuty rather interesting, as she gives an insight into what it’s like working for the Mass Effect 3 studio.

Train2Game spoke to BioWare co-founders Dr. Ray Muzyka & Dr. Greg Zeschuk in November last year. You can see their advice, and find out how they got into game development, here on The Train2Game Blog.

What are your thoughts on the advice from the Mass Effect 3 writer? Are you making your own games? And if you’re a game designer, do you read a lot?

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

[Source: BioWare Blog]

Train2Game UFC Undisputed 3 interview with THQ Senior Game Designer Wes Bunn – Part 1

Train2Game recently sat down for a chat with THQ’s UFC Undisputed 3 Senior Game Designer Wes Bunn at a preview event in London. In an in depth interview with The Train2Game Blog, Bunn discussed developing UFC Undisputed 3, Game Design, QA Testing, getting into the industry and much more.

In the first part of this two part interview, the THQ Senior Game Designer discusses the game design process for UFC Undisputed 3. Read it right here on The Train2Game Blog, or on the Train2Game Scribd page. As usual, leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Part two of The Train2Game Blog interview with Wes Bunn is right here.

Train2Game Blog: First of all, tell us what your role as Senior Game Designer for UFC Undisputed 3 involves?

Wes Bunn: Pretty much every area of the game from combat to modes to everything! And I’ve been on the franchise since 2006; I was the original designer on the project so I’ve been working on this game for the past six years.

How did you get started with the first project, and how have you keep UFC Undisputed titles fresh?

It’s actually pretty crazy to see the evolution of the past three games. Back in 2006 when I first started there was no game, it was all on paper, all theories about how the game would work. To see where it is now, it’s come a long way and UFC Undisputed 3 is really what I say is five years of development, not just the last two years that we’ve been working on it. Because we’ve always been trying to improve each year and I think that this year when people play it they’ll feel a difference and see it’s by far the best one.

So when you’re designing the game, how difficult is it to create a balance between all the fighting styles, making sure one isn’t overly powered or another isn’t overly weak?

It’s definitely a tightrope that you have to walk, balancing the strikers versus the grapplers. Typically, the guys who are very dominant in their striking skills are lacking in other areas, or are not as effective in other areas. Chuck Liddell is a good example, he’s a great striker, but off his back he’s not very good, so my counter to that would be a good wrestler who can try to take him down and put him on his back and see what he can do. It’s been challenging to get the balance in there, but we’ve been able accomplish that I think, in this game specifically with the additions that we’ve made to the stats and working with the UFC matchmaker Joe Silva, I think players will see the fighters are balanced pretty well.

Pride fighters feature in UFC Undisputed 3, was them and their different rules like developing a whole new game in addition to UFC Undisputed 3?

Yeah, we always joked that it’s a game within a game because when you jump into pride it’s a completely different experience because you’re playing with different commentaries, different rules, different fighters, a different environment… The different moves were probably the most challenging, because getting the soccer kick in there, and the foot stomp, because it isn’t something we’ve had to do in the past.

Tell us about the new community created content sharing options for UFC Undisputed 3.

Yeah, actually that’s a new feature this year, we have this content sharing thing. Not only is it created fighters you can upload and download, but it’s also your created logos, so if you have any kind of tattoos you can create those and post those online, people can download and rate those, as well as our highlight reels, that’s a new feature. So you can upload and download those as well.

UFC Undisputed 3 has moved the series away from a yearly release cycle. How has that changed development and why was that decision made?

The switch in the development time just gave us more time to polish and tune the game as well as introduce new features and systems. It’s something that I think you’ll see in the product when you play, the polish that we were able to get done and the tuning, as it’s really substantial compared to the previous titles. I think moving forward that’s going to be the plan, we’ll do the two year cycle because it gives us more time to what we want to do.

Last year saw the release of UFC Fitness for Kinect, have you thought about somehow implementing Kinect controls into UFC Undisputed 3?

Maybe in the future we could do it for the training. I don’t know how you’d actually do it from character to character with Kinect because then it would just be grappling an invisible person on the floor!

Or multiplayer with a friend!

In that case I’d rather go out there and grapples for real rather do something with an invisible person or somebody for the game! But that might be something for the future, maybe for hitting mitts or something with Kinect, potentially.

How much input into UFC Undisputed 3 did you have from UFC fighters themselves?

We get a lot of “suggestions” I’ll say from fighters about their stats and move sets. I know “Rampage” Jackson has been asking for a head kick three games! I told him if he does a head kick in a fight then I’ll give him one in the game, but most the time people are pretty happy when they see their character in the game. Most of them are just blown away that they’re in the game and their visuals and tattoos are in there and they say it really looks like them. As far as how they play themselves, some of the fighters are big gamers so they get it, some of them aren’t so much so it varies, but most of the time I’d say it’s been positive.

There aren’t any aspiring game designers among the UFC fighters then!

Rampage has said once before that he could design the game for us and I’d like to have him come in and do it!

UFC Undisputed 3 is available from 17th February 2012 for Xbox 360 and PlayStation 3.

Part 2 of The Train2Game Blog interview with THQ Senior Game Designer Wes Bunn is here.

For more about UFC Undisputed 3, and some great advice about getting into the industry, see The Train2Game Blog interview with UFC Undisputed 3 Neven Dravinski  from last year’s Gamescom.

 

Train2Game news: Mass Effect 3 will be more accessible to new players

Train2Game blog readers who played Mass Effect 2 without having previously played the original may have found it difficult to understand what was going on. They weren’t alone however, as Bioware don’t think they did enough to accommodate newcomers to the series

“In all honesty, we didn’t do a really good job of new player orientation,” Mass Effect 3 Marketing Manager Nick Clifford told IGN. “If you didn’t play the first game then 2 was pretty jarring for the first half hour.”

He said that in Mass Effect 3, new players without any previous experience in the series won’t hear references to past events they might not know about.

“If I’m a new player and some guy walks up to me and is like ‘Ohhhh Shepard! Remember that one time?’ I would be like ‘No. I don’t remember that one time,'” said Clifford.

“So we wanted to make sure that there aren’t those moments that the player is like, ‘Who is this? What’s going on? What are they talking about?’

It’s something that’s often missed in game development, the fact that a sequel might be a player’s first experience of a series, making the narrative confusing.

As previously reported by The Train2Game Blog, the Xbox 360 version of Mass Effect 3 will be connect compatible.

The Train2Game Blog interviewed Bioware founders Dr. Ray Muzyka & Dr. Greg Zeschuk in November last year. They discussed how they set up the studio and provided advice on getting into the games industry.

Mass Effect 3 is released for Xbox 360, PlayStation 3 and PC in March.

So Train2Game, what are your thoughts on Mass Effect 3’s attempts to make the it easier for new players to understand? Is it something more sequels should try to achieve?

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

[Source: IGN]

Train2Game news: Minecraft 1.1 update released

Train2Game forum user favourite Minecraft may have been officially released, but that doesn’t mean game development has stopped, with Mojang releasing update 1.1. for their hugely popular title.

The updates, posted on the Mojang Blog, include improvements to bows, new recipies, and sheep now being able to regrow their wool. Minecraft update 1.1 also fixes a number of bugs. It just goes to show that even when a game is released, the game design process isn’t finished.

Train2Game students can watch the video from Mojang below, which describes all of the new updates.

As previously reported by The Train2Game Blog, Jen Bergensten is now Minecraft lead designer, having taken over from creator Markus ‘Notch’ Persson last month.

For more about the indie sensation that is Minecraft, see the Train2Game blog.

So Train2Game, what are your thoughts on the Minecraft update? How important is it for developers to keep working on games, even after they’re released?

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

Train2Game news: Two UK studios nominated for Writers Guild of America awards

Train2Game blog Brink imageTrain2Game students may be pleased to learn that two UK developed video games are among this year’s nominees for the annual Writers Guild of America Awards. As the name suggests, the awards are usually dominated by American games, but not this year.

Splash Damage Lead Writer Ed Stern is nominated for his work on Brink. You can find out how he wrote Brink in last November’s huge interview, right here on The Train2Game Blog. You can also listen to Stern speaking about games writing as part of a BAFTA panel here.

London based Rocksteady Studios win a nomination for their work on writing Batman: Arkham City, while Canadian studio Ubisoft Montreal is nominated for Assassin’s Creed: Revelations.

Mortal Kombat and Uncharted 3 complete the list of nominees for the awards which take place in Los Angeles on 19th February. The full list of nominations is below.

  • Assassin’s Creed: Revelations, Story by Alexandre Amancio, Jean Guesdon, Corey May, Darby McDevitt; Multiplayer Story by Stéphane Blais, Richard Farrese, Jeffrey Yohalem; Lead Script Writer Darby McDevitt; Script Writers Richard Farrese, Nicholas Grimwood, Corey May, Jeffrey Yohalem; Greek and Turkish Ambient Dialogue Writer Vincenzo Beretta; Ubisoft
  • Batman: Arkham City, Lead Narrative Designer Paul Crocker; Story Written by Paul Dini, Paul Crocker and Sefton Hill; Warner Bros. Interactive Entertainment
  • Brink, Lead Writer Edward Stern; Bethesda Softworks
  • Mortal Kombat, Story by John Vogel, Brian Chard, Dominic Cianciolo, Alexander Barrentine, Jon Greenberg; Warner Bros. Interactive Entertainment
  • Uncharted 3: Drake’s Deception, Written by Amy Hennig; Sony Computer Entertainment

So Train2Game, what are your thoughts on the WGA nominations? What does it say about British games writing?

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


Train2Game news: Bioshock Infinite creator Ken Levine on cutscenes in video game narrative

Bioshock Infinite will be PS Move compatibleTrain2Game game designers in particular will know that sometimes, telling a story in a video game can be tough.

Many developers get around this with the use of cutscenes, but according to Bioshock: Infinite creator Ken Levine, if you need one to push the narrative of your game forward, then maybe you shouldn’t be telling the story at all.

“I don’t believe there’s any medium that doesn’t have its advantages and disadvantages relative to other media. You just have to play to the strengths of the medium as best as you can,” Levine told Gamasutra when asked about drama in first person games.

As previously reported by The Train2Game Blog, the Bioshock creator has previously described first person games as the most immersive.

“I think what you lose in being able to pull the camera and show emotion, you gain in immersion, and you gain in mood”

“What you’re left with at that point is to then figure out what your strengths are in the medium, and making sure you leverage those strengths, and wherever you have to tell a story you say, ‘Okay, here’s a beat of story I need to tell. Here are the 15 tools I have to tell it, whether it’s animation, whether it’s something you write on the wall as graffiti, whether it’s a piece of art in the world, whether it’s A.I. talking to you in your ear, or it’s Elizabeth, those are the tools. What’s the best way to tell this piece of story?’

The Irrational Games boss added that game designers can’t make a game when they’re fighting against their toolset.

“And you sift through your toolbox and then find the best tool. And sometimes you go ‘Well, there’s no good way to tell that story. Maybe I should tell a different story.’ Then you change the story so it fits your toolset better. Whenever you find yourself fighting against your toolset, you’re not going to win that fight.”

Levine was speaking to Gamasutra as part of a huge interview about Bioshock: Infinite which many Train2Game students are sure to find fascinating.

There’s plenty more news about Bioshock: Infinite right here on The Train2Game Blog.

So Train2Game, what are your thoughts on Levine’s comments about narrative in video games? Is he underestimating the power of a cutscene?

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

[Source: Gamasutra]