Train2Game news: Rockstar show extensive research behind development of Max Payne 3

Train2Game students should find this interesting, Rockstar Games have given us a behind the scenes look at the development of Max Payne 3.

The first in what Rockstar say will be a series of posts looks at the work going into research for the development of Max Payne 3, with developers going to visit various locations around the game’s setting of São Paulo.

“Gathering assets to help accurately inform and create faithful game level environments set in São Paulo, Rockstar game developers and designers took several trips to the area to extensively document everything from the glamour and exclusivity of posh spots like Avenida MorumbiAvenida Paulista and the Jardins district, to harsh high-crime locales like Favela Japiaçu (Favela do Nove) and the infamous Edificio São Vito (aka Treme Treme or the Vertical Favela).” said the post from Rockstar.

“Thousands of pictures were taken for mood and texture, local fashions and outfits were scanned for reference, and a diverse array of Paulistanos from all walks of life — from bossa nova singers to jujitsu champions to favela gang members — were consulted and interviewed to provide thorough background on the dazzling and dangerous world in which the game is set.”

Train2Game students can feel the post in full, here on the Rockstar Newswire. You can also find out more about the development of Max Payne 3 here on The Train2Game Blog.

And stay tuned to The Train2Game Blog for all the latest Rockstar news.

So Train2Game, what are your thoughts about the effort going into researching Max Payne 3? How important do you feel good research is to the game development process?

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

Train2Game news: Shooters have “biggest window of entry” says Binary Domain producer

Train2Game blog readers would’ve seen this recent post which reported Metal Gear Solid creator Hideo Kojima believes the success of shooters means there isn’t much demand of other types of games.

It’s a view that ultimately wasn’t shared by Train2Game students, with many responding on the Train2Game Facebook page.

However, appeals of shooters include the fact they’re popular and relatively simple to jump in and play, and according to the producer of SEGA’s upcoming title Binary Domain, that’s the studio decided to develop the game.

“The genre was chosen to have the biggest window of entry for as many gamers as possible. Yes it’s the studio’s first shooter and there’s a lot of challenges. Within the studio there are so many who are total enthusiasts and who play a range of western titles.” Binary Domain producer Masayoshi Kikuchi told CVG.

However, he explained that SEGA also want to bring something new to the table with Binary Domian which features voice commands and an in-game consequences system.

“I’ve looked at a lot of shooters for good references. But also there’s a good point of comparison: identifying where the genre lacked and trying to bring something new to it. We wanted to contribute to the ‘gap’, and this is where having robotic enemies comes in. It ties heavily into the gameplay and with the very detailed procedural damage, giving you a different sense of feeling.” said Kikuchi.

And he added that SEGA have used both Japanese and English speaking writers to aid with the appeal of Binary Domain.

“For Binary Domain a Japanese and UK writer collaborated on the story and all the little dialogues, Subtle differences were discussed so as not to alienate anyone despite where they’re from.” Kikuch said.

Binary Domain from SEGA “puts players in the middle of a fast paced and intense battle for humanity in a robot-invaded 2080 Tokyo” It’s scheduled for release on PlayStation 3 and Xbox 360 on 17th February.

So Train2Game, do shooters have the biggest window of entry? And what are your thoughts on Japanese and English speaking writers working together to smooth out dialogue?

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

[Source: CVG]

Train2Game news: PopCap provide advice on becoming a better game designer

Train2Game game designers should definitely have a look the latest article in Develop Online’s ‘New Year, New Job’ feature, as social game developer PopCap provides advice on how to be a better game designer.

PopCap are responsible for a huge number of games including Plants vs. Zombies, Bejewled and Peggle, and the guide to becoming a better game designer comes from their Senior Designer Dave Bishop. Check out his advice below.

1. Look at/play as many games as you can; not just ones you would naturally gravitate towards.

2. Circulate your thoughts/findings/learnings, especially  where you believe a game breaks new ground and/or does something particularly well – or badly – where lessons can be learnt.

3. Publish the above on your own design related, blog.

4. Organise/run board game evenings (and make sure you play King of Tokyo J)

5. Look for any way to get/be involved in the creative process – ask to be invited to/included in brainstorm and design review sessions. Do your homework so you are well placed to contribute in a meaningful and ‘memorable’ fashion.

6. If already in a design team then offer to help/support/review the design work of your peers.

7. Study design trends and best practices, especially in emerging areas such as social gaming, and position yourself as the company’s expert in one or more of these specific areas of game design.

8. In your own time, create new design ideas/concepts that might fit into your company’s future produce strategy. Look for ways to present these to the key stakeholders within your organisation.

9. Try to attend conferences/seminars etcetera. that will broaden your experience base; for example GDC.

10. Look for opportunities to attend any relevant training likely to enhance you skill set and standing within your organisation; for example, scrum master, product owner, running successful brainstorm sessions etcetera.

It’s excellent advice for Train2Game game designers, who along with all other Train2Game students should keep an eye on Develop Online’s jobs feature for more excellent advice from industry professionals.

So Train2Game, what are your thoughts on the advice from PopCap? Has it given you some new ideas?

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

[Source: Develop Online]

Train2Game students disagree with Kojima on demand for non-FPS games

Train2Game students gave a huge response to yesterday’s Train2Game Blog post about Hideo Kojima’s belief that the success of shooters means there isn’t a strong demand for other types of game.

It seems that for the most part, Train2Game students believe the Metal Gear Solid creator is wrong about this one, with plenty making comments on the Train2Game Facebook page.

For example, Train2Game student Scott Muir pointed to the success of The Elder Scrolls V: Skyrim and the growth of mobile gaming.

There’s this game called Skyrim that was released recently, he should go check it out. Fairly sure it knocked a FPS off the top of the UK Charts, so much for no demand for anything else.” said Scott

“I could’ve sworn Angry Birds and the like was pretty popular too. There’s more than just one market to look at and aim for.” he added.

Train2Game student James Pottinger agreed, arguing that Kojima has expressed a narrow view of the market, but also that developers should try to produce more innovative games.

“Pity Kojima doesn’t seem to have a wide view of the market. More people should play games like Psychonauts. Developers need to produce more innovative and exciting titles that aren’t FPS’s to encourage gamers to play different things.” he said.

But according to Train2Game student Laurence Gee, Kojima is right about the popularity of shooters.

“He is right, it is a shame how all these FPS games that are just so similar to each other are eating up our escaping world of gaming fun. Should always be games of pure madness to help us escape.” he said.

Train2Game student David Cull added that modern shooters are far too similar to each other, and that platformers or RPGs provide more fun.

“FPS is an ok genre but it’s too heavily focused on military warfare, I still play some of the older style FPS but even then I’d still rather play a platform game or an RPG.” he said.

Do you how views on Kojima’s comments? If so, you can still get involved with the debate here on The Train2Game Blog, on the Train2Game Facebook page, or on the Train2Game forum.

Train2Game news: L.A. Noire development took 7 years because it was “too big” says creator Brendan McNamara

L.A. Noire Cole Phelps Train2Game blog imageTrain2Game students will know that game development can take a significant amount of time, but even in this industry, L.A. Noire’s seven year development cycle was extensive. (Though only half as long as that of Duke Nukem Forever…)

Why was this? Well, partly because of the impressive Motionscan facial animation, and also because L.A. Noire creator Brendan McNamara believes his film noire title, published by Rockstar, was “too big”

“One [thing] is the size, it’s a huge game – probably too big. The map’s massive, and so that’s probably my fault. We had to build a new process to do that” he told OPM

“We were a brand-new studio – we had brand-new tools, new technology. We have tools that allow you to build cities now, but we had to build that kind of stuff and make it work. Everything from the road network, where all the trolley cars go, all the cables connecting automatically to all of the buildings…”

McNamara revealed that at least 18 months of L.A. Noire’s development was dedicated to research.

“The tech was pretty extensive, including MotionScan. I’d say the first year and a half – [maybe] even longer – was just research.” he said

“Newspaper research, guys going over to LA and doing research on the buildings, taking photos, getting all the resources together… We were quite a small studio – 16 people or something – and we had to have all this material so we could start building stuff.” McNamara concluded

Facial animation was a huge part of L.A. Noire, however, in an interview with the Train2Game blog last November, Brink Lead Writer Ed Stern told us it isn’t something that’s needed in order to enjoy video games.

As previously reported by the Train2Game blog, L.A. Noire broke records to take No.1 in the UK charts when it was released last year.

For more on L.A. Noire, see previous posts on The Train2Game Blog.

So Train2Game, what do you make of McNamara’s comments? Is it possible for a game to be too big? What lessons do you thinkcan be learned from the development of L.A. Noire?

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

[Source: OPM]

Train2Game news: Naughty Dog want to “raise the bar” of game design with The Last of Us

Naughty Dog want to “raise the bar” for the “poor” storytelling in video games with their new title, The Last of US.

The new game from Uncharted developer Naughty Dog was revealed at last weekend’s VGAs and will be exclusive to PlayStation 3.

“We try so hard at Naughty Dog to push things,” The Last of Us Creative director and writer Neil Druckmann told Eurogamer 

“And then games come out that are fun and exciting and get visceral things right, but to read in reviews that they have an amazing story is disheartening to us because we work so hard at it.

“As critics we need to raise the bar, otherwise no-one’s going to change. We’re going to keep pushing ourselves, and kill ourselves to make this story happen – but hope that by doing it, the rest of the industry is going to take notice and try to do the same thing.”

Druckmann says that The Last of Us is a love story between father and daughter and that they’re doing it because ‘love’ isn’t something that’s often properly explored in games writing.

“We approached this genre because we felt no-one is getting to the heart of it. It tells you something about the human condition – that’s what you want to do as a storyteller.” he said

“We’re not saying every game needs a strong, compelling and dramatic story, but if you are going to make a narrative-based game then you better learn the craft.” Druckmann added.

Naughty Dog describe The Last of Us as “a genre-defining experience that blends survival and action elements to tell a character driven tale about a modern plague decimating mankind. Nature encroaches upon civilization, forcing remaining survivors to kill for food, weapons and whatever they can find. Joel, a ruthless survivor, and Ellie, a brave young teenage girl who is wise beyond her years, must work together to survive their journey across what remains of the United States.”

Train2Game blog readers can see the first trailer for The Last of Us below.

So Train2Game, what are your first impressions of The Last of Us? Is a ‘love story’ a bold move for Naughty Dog? Do you believe game writers need to raise the bar?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Eurogamer]


Train2Game news: Obsidian Chief Writer on digital distribution and ‘stabbing the used game market in the heart’

Fallout New Vegas DLCTrain2Game students will be highly aware of the rise of digital distribution, and Obsidian Chief Creative Officer Chris Avellone believes digital is good for game developers and good for the games industry, especially if it can help stop second hand game sales.

Avellone has over 20 years experience of writing and designing RPGs with titles under his belt including Fallout 2, Star Wars: Knights of the Old Republic II, Neverwinter Nights 2 and most recently, Fallout: New Vegas.

“I love digital distribution. For one thing, being environmentally conscious, I really appreciate that we’re not making more boxes and shipping them and creating all that waste. It’s better just to download the game through Steam and not have to have all that packaging.” he told Industry Gamers.

However, it isn’t just the green factor that Avellone sees as a positive of digitial distribution, he also believes it allows game development studios to be more flexible thanks to not having to rush towards deadlines.

“One of the things I enjoyed with Fallout: New Vegas was that digital distribution of the DLC made things more flexible in terms of getting the content done. You didn’t have to worry about production times for discs, and so you could take an extra week if you needed that to get things right.” said Avellone.

The Fallout: New Vegas writer also added, with some aggression, that digital distribution can kill off second hand games.

“Of course, one of the greatest things about digital distribution is what it does to reduce the used game market. I hope digital distribution stabs the used game market in the heart.” he said.

The Train2Game blog has previously reported on the extensive advice the game design veteran has given on getting into the games industry.

So Train2Game, what are your thoughts on Avellone’s comments on digital distribution? Does it help game developers? And will it ‘stab’ the second hand games market?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Industry Gamers]

Train2Game news: Mario creator Miyamoto on “retiring” to work on smaller projects

Shigeru MiyamotoSuper Mario and Zelda creator Shigeru Miyamoto has revealed he wants to step down from his current role as Head of Nintendo Development to get hands on with smaller projects.

“Inside our office, I’ve been recently declaring, ‘I’m going to retire, I’m going to retire.” The 59 year old Miyamoto said in an interview with Wired. “I’m not saying that I’m going to retire from game development altogether. What I mean by retiring is, retiring from my current position.”

“What I really want to do is be in the forefront of game development once again myself. Probably working on a smaller project with even younger developers” he said

“Or I might be interested in making something that I can make myself, by myself. Something really small. I’m not intending to start from things that require a five-year development time. I’m interested in doing a variety of many other things.” Miyamoto added.

His words could be construed as a desire to create smaller titles in the mobile game mould.

However, Nintendo have denied that the legendary game designer will be leaving his current role.

“This is absolutely not true,” a Nintendo spokeswoman told Reuters. “There seems to have been a misunderstanding. He has said all along that he wants to train the younger generation. He has no intention of stepping down. Please do not be concerned.”

The Train2Game blog has previously reported that the game design veteran wants to teach game development when he eventually retires. You can find out Miyamoto’s thoughts on the role of a game designer here on the Train2Game blog.

So Train2Game, what are your thoughts on Miyamoto’s comments?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Wired]

Train2Game news: Fighting games haven’t changed much – Dead or Alive dev

Train2Game students are slightly spoiled when it comes to fighting games right now. Street Fighter is going strong, Tekken is still very popular and these two franchises are even coming together with Street Fighter X Tekken set for release in 2012.

And while fighting games may be booming, Team Ninja’s Yosuke Hayashi, believes that the game design of fighters hasn’t changed much. Hayashi is currently leading development of Dead or Alive 5. Dead or Alive Dimensions for the 3DS was released earlier this year.

“To be completely honest, after Dead or Alive 4 we weren’t sure what the future was going to be.”

We were trying to think of something new, but we weren’t getting any ideas of what to do for 5,” Hayashi told Siliconera.

“Then we saw Street Fighter IV and the fighting genre come back because in a large part of Capcom and what they were doing. For all of the fighting games that came out we looked at them, but there was something wrong”

They looked great with updated graphics and had online gameplay, but the gameplay itself hasn’t changed. It’s still the gameplay we’ve had for years.” he said, adding that Team Ninja want to change the fighting genre.

Hayashi describes Dead or Alive 5 as ‘Fighting Entertainment”

“We’re looking for simple, but deep fighting entertainment. We’re not looking to be a technical hardcore fighter. We want a game that a lot of people can have fun with, but people who want that depth can find it.” he said.

As reported by the Train2Game blog, Tekken director Katsuhiro Harada believes that simple game design helps encourage people to try out the series.

So Train2Game, what are your thoughts on Hayashi’s comments? Do fighting games need to evolve, or can they survive without changing?

Leave your comments on the Train2Game blog, or on the Train2Game forum.

[Source: Siliconera]

Train2Game news: Ultima creator Richard Garriott on game design

Ultima series creator Richard Garriott  believes game design need to be more creative if the medium is going to continue to advance.

“There are tons of free-to-play, beautiful looking MMOs that are feature-complete and challengers in theory to World of Warcraft, they come across from Asia every day.” said Garriott, also known as ‘Lord British,’ in an in-depth interview with Industry Gamers.

“They’re all beautiful, they’re all full-featured – if you try to go why is this game not as good as World of Warcraft, you’d have a hard time picking individual features as to why, but with all of them you go, “look, it’s free to play, free to download, I’ll try it!”

But the man behind Ultima Online believes that rather than trying to introduce new features, many developers are just trying to recreate game design elements of their competitions titles.

“You go, “OK, kind of looks the same, here’s my town, here’s my shop, here’s my level one monsters I have to fight,” he said. “And you spend an hour or two going through the play cycle and finishing a quest and levelling up, and you go… well “OK, it works, but why do I care?”

“The vast majority of people are making these me-too games, they’re quality, there’s nothing wrong with them, there’s just nothing compelling about them.”

Garriott added that he hopes to be able to look at his own work, including Ultima and Ultima online and be satisfied with what he did to change games.

“And I’m hoping that if I look back on my career down through the years, I’m very proud of the fact that with some periodicity, I have truly advanced the art form in some meaningful way.”

The full interview with Richard Garriott, an interesting read for Train2Game students, can be seen on Industry Gamers.

So Train2Game, what do you make about his comments on game design? Does more need to be done in order to make games innovative?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Industry Gamers]