Train2Game news: Bioshock: Infinite’s “biggest character” is its world says Levine

Bioshock Infinite will be PS Move compatibleTrain2Game Game Designers in particular that in order for a game story to be strong, it needs strong characters.

However, a strong setting can also be an important piece of narrative in itself and Irrational Games boss Ken Levine believes this to be the case with the Bioshock series.

“In BioShock 1, I think the biggest character in the world … was the world, the world of Rapture,” he said in a newly released Bioshock: Infinite developer diary which Train2Game blog readers can see below.

“In Infinite we’re continuing that tradition as well: that there’s a lot of narrative told in the world, probably on the same scale as with BioShock 1.”

The developer diary also features Troy Baker and Courtnee Draper,  the voices of Bioshock: Infinite Booker and Elizabeth respectively.

“Our challenge is we don’t have a very presentational medium” said Baker.

“When you think about storytelling in a lot of games you think about cutting to a cutscene and being locked into place, and that’s not something we really like to do. So we created these two characters,” he added.

The idea of an environment as a character in games was discussed at the BAFTA Games Writers Panel earlier this week, with games writer Rhianna Pratchett arguing that the “character of Rapture” was a particularly strong way of telling the story of Bioshock.

Train2Game interviews with members of the BAFTA Games Writers Panel will be published on the Train2Game blog in the near future.

Earlier this year, the Train2Game blog reported that Levine says game developers of all disciplines need to “get comfortable with throwing their stuff away” Meanwhile, Bioshock featured as a major part of Sony’s E3 presentation.

So Train2Game,  what are your thoughts on the environment as a character in games? What game environments do you think help tell the story?

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

[Source: VG247]

Train2Game interview: Train2Game game developer Paul Cullum from Merthyr Tydfil

Train2Game student Paul Cullum from Merthyr Tydfil – AKA Superfurry on the Train2Game forum – is on the Train2Game Game Developer course. In an interview with Train2Game Radio, he tells us why he chose to study with Train2Game, how he fits it around his life as a musician and what he hopes to achieve in the games industry.

Read the interview on the Train2Game blog or on the Train2Game Scribd page. Alternatively, you can listen to it via Train2Game Radio. Leave your comments here on the Train2Game blog, or on the Train2Game forum.

OK Paul, what first got you into video games?

Probably my father. I’ve been playing computer games since about 5 on the Spectrum, that’s where I started. Manic Miner, that was the game that got me into it.

What made you decide you wanted to forge a career in the games industry?

Well I’ve always been into games as I said and I used to programme on the Spectrum and on the Amiga. I’ve had pretty much every console that’s come out.

So what got you into programming?

I just had the brain for it I suppose. I used to love programming little things on the Spectrum, little games from magazines, putting in thousands of code and then…it didn’t work! And then finding the problem. But I’ve never really programmed any games because I didn’t know how to really.

And is this why you decided to join the Train2Game Game Developer course?

It is, yeah.

What does your partner think about being on a Train2Game course?

She’s OK with it, she thinks it’s good. I mean she’s seen some of the programmes I’ve written. Her sister works for Nintendo advertising the games, the new Zelda game I think she was advertising that.

Tell us a little about yourself, what do you do?

I’m a musician, I play in pubs and bars, and I’ve played in Europe: Denmark, Sweden, places like that.

How do you find fitting the Train2Game course around the rest of your life then?

I’ve been ill for the last couple of months, in hospital, so I haven’t had much of a chance to get into it lately.

What’s been your favourite part of the Train2Game course so far?

I’ve not been able to get stuck into it that much, but just making little games from the first book, just making the little platform games, which I enjoyed doing because I love platform games. That’s my favourite part so far. And I’ve got a bit of knowledge of C++ and other languages already so I’m sure I’ll get to a point where it’ll fry my brain, but it’s going alright so far.

And what do you want to achieve with Train2Game this year?

I want to put together a portfolio, learn more C++, incorporate that with other languages and learn databases and things like that and how to put them in games.  Just to get a head start to get me into the industry.

How useful have you found the Train2Game forum so far?

I’ve met a couple of people actually. I met up with a few people in Cardiff a few months ago, and they want to work on a game with me when we’ve got further into the course.

How do you see yourself entering the games industry, would you like to get a role at an established developer, or do you want to form your own studio with other Train2Game students?

An indie done would be perfect because I’ve got some ideas once I get my head round stuff, and the two lads I met, they’ve got some good ideas for games so hopefully we’ll get to a point where we can develop it more.  It’s just ideas at the moment.

Can you see your music career and games career joining together at all?

Possibly, yeah. I use a lot of software to record stuff at home so it’s pretty easy to knock up a little background music for a game.

What would your ideal job in the industry be?

Just being a part of a team really, learning new things and getting better.

Thanks for your time Paul.

For more information go to www.train2game.com

Train2Game students: what you want to see in Grand Theft Auto V

Train2Game students have been sharing what they want to see in Grand Theft Auto V, which has has officially been announced by Rockstar.

The following comments were posted on the Train2Game Facebook page following the official announcement of GTA V.

“I want to see more side missions activities like Grand Theft Auto: San Andreas had and mutiplayer that is more like Red Dead Redemption crossed with GTA IV’s” wrote Train2Game student Dan Tester.

Train2Game student Shaun had similar views asking for “A big-detailed map! more hidden cars! and side quests!”

Meanwhile, it seems a number of Train2Game students want Grand Theft Auto V to be based in London.

Train2Game student Scott Mcgarrity  wrote that what he wants of GTA V is it to be “Hopefully set In London and has replica cars ! But different names if you get me ?”

Jamie Read posted on the Train2Game Facebook page that they wanted “Another great GTA game in general, but set in the UK this time around, while Bobby Williams simply said. “Please be set in London Please be set in London Please be set in London Please be set in London…”

No doubt many Train2Game students are excited by the announcement of Grand Theft Auto V. If so, why not tell us what you want to see in GTA V?

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

Train2Game news: Tekken director – Button bashing ‘not a bad thing if it gets people into the series’

Train2Game blog readers may enjoy their games being a challenge to play, but making a title too complex could result in potential players being turned off.

That’s what Tekken director Katsuhiro Harada told Gamasutra about the balancing act of adding complex new features without forcing players to put down the game.

It’s an interesting view on game design that Train2Game students may have to consider when developing their own games.

“What we’ve found is that a lot of players never even touch practice modes,” said Harada, suggesting players tend to avoid tutorials and learn by playing against the computer or friends.

And he points out that when the fighting genre began in the arcades, tutorials were a virtual unknown and that game design was built in a certain way to compensate for this.

“It’s worth noting that when the fighter genre first hit arcades, there weren’t any real tutorials,” said the Tekken director.

“Instead, the designers tweaked the difficulty level such that after a couple of credits, you had already gone from beginner to intermediate player — something you could then improve upon by learning more moves and practicing.”

And Harada suggests that instead of players practicing alone in single player mode, “an online mode where players can just beat on each other without any life gauges, chatting each other while learning the moves,” could be the best way for players to get to grips with fighting games like Tekken.

He also believes that games being simple to pick up is a great way for people to get into a series, using Tekken as an example.

“A lot of other people say that it’s too easy for beginners to enter the game and beat people by mashing buttons! Personally, I don’t see that as such a bad thing if it gets more people into the series, gets them curious about it.”

Harada made the comments in an extensive interview with Gamasutra that Train2Game students, especially those who are fans of the Tekken series, should find interesting.

He also manages to condense the whole Tekken series to just a couple of sentences.

“Basically, there’re these three generations of father and son that don’t get along, and two of them have this Devil Gene, so their dad wants to know what the Devil Gene is, and so they argue with each other about it for a bunch of years. All the other characters just sort of get caught up in it.”

Train2Game students will be aware that needing to condense complicated information can be an important part of any discipline of game development.

So Train2Game, what are your thoughts on Harada’s comments on game design and tutorials? Is it still important to include them in games? Do you still play tutorials?

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

[Source: Gamasutra]

Train2Game news: BAFTA Games Writers Panel tomorrow

Brink Train2Game blog imageTrain2Game blog readers may have seen a post earlier this month about a special Games Writers Panel event at BAFTA in central London

The event is tomorrow, so if Train2Game students in the London area want to see top games writers discuss game design, there isn’t long to book tickets for just £5 for what’s sure to be an interesting talk.

Speaking on The BAFTA Game Writers Panel are:

Jim Swallow (Deus Ex: Human Revolution, Killzone 2, Star Trek: Invasion)
Ed Stern (Brink)
Rhianna Pratchett (Mirror’s Edge, the Overlord series, Heavenly Sword)

The event will be chaired by Andrew S Walsh who has experience as a writer and director on over 50 games including Prince of Persia, Harry Potter, and Medieval II: Total War.

The Train2Game blog will be speaking the high profile game designers taking part in the panel. What would you like us to ask?

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

For more information, see the original Train2Game blog post, or the official BAFTA website.

Last week, three Train2Game students had lunch at BAFTA with director and writer Trix Worell to celebrate winning Train2Game & BAFTA’s Avenging Angels competition.

BAFTA’s public events and online resources bring you closer to the creative talent behind your favourite games, films, and TV shows. Find out more at www.bafta.org/newsletter, www.facebook.com/bafta or twitter.com/baftagames

Train2Game news: Grand Theft Auto V officially announced

Train2Game students may find this to be  very exciting: Grand Theft Auto V has officially been announced by Rockstar

A post on the Rockstar website contains the GTA V logo and confirmation that the first Grand Theft Auto V trailer will be revealed on 2nd November. It’s something many Train2Game students will no doubt be quite excited to see.

Grand Theft Auto III revolutionised open world game design, and as reported by the Train2Game blog reported last week,  Rockstar believe Grand Theft Auto is only “sratching the surface” of this particular element of game design.

So Train2Game, what do you want to see from GTA V? What do you think Rockstar have planned?

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

Train2Game news: Life experience great for game design ideas – Blizzard

Train2Game Game Designers will appreciate this, it’s advice from Blizzard on how to keep your stories and ideas fresh, and it’s to base concepts on your own life experience, even if it’s only loosely.

Train2Game students will know that Blizzard know a bit about successful game design, with 12 million still playing World of Warcraft.

“I’ve been in this racket about 17 years, and you tire out. How do you keep your ideas fresh? Well, the one thing that never stops is living.”  Blizzard Vice President of Creative Development Chris Metzen told PC Gamer.

“We have experiences. We grow as people. And really letting those experiences come forward – kind of being naked with them – that’s the kind of thing people can’t compete against. Everyone can come up with a new Trilithium Crystal Warp Drive, but what you can’t argue with is a person’s experience and the truth of it.”

And Metzen says Blizzard encourages their Game Designers to use their own experiences to create in-game content.

“So the trick from a leadership standpoint at Blizzard is to make it OK for these writers to really bring themselves out to affect these quests and characters. Ultimately, that’s what sings forward.”

“The clever shit will get trounced in no time. It’s like gameplay mechanics. You can put out an RTS with the best mission ever. Well, another company will put out something even better, because we’re all learning from each other.” he added.

So Train2Game, what are your thoughts on Metzen’s comments? Could you use your own experiences to create characters and scenarios?

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

[Source: PC Gamer]

Train2Game news: GTA only “scratching the surface” of open world game design

Train2Game students will naturally be very aware of iconic Grand Theft Auto series and how it has arguably revolutionised gaming. Various other titles have used game design elements, such as open world environments, pioneered by the games in the series and Grand Theft Auto III in particular.

But despite Grand Theft Auto III breaking new ground with open worlds when it was released a decade ago, Rockstar’s Dan Houser believes there’s still plenty to come from that particular type of game design.

“I think there’s something really interesting in the open world experience. Obviously we’ve made like ten of them now and they still don’t feel boring to me. It still feels that we’re only scratching the surface of that potential. But who knows what we’ll be doing?” he told IGN.

When asked what Rockstar will be working on in future, Houser says he doesn’t mind so long as the games are of high quality and the developer is still running well in another ten years.

“We’ll hopefully have done a bunch of interesting games in the next ten years. That’s always the goal. I’ve never been that good at the futureology side of game-making. We never really care what the name is on the box, either. The name Grand Theft Auto, the name Max Payne, the name’s Red Dead, the name’s Table Tennis, it doesn’t really matter as long as the game’s cool,” he said.

“I would never have believed you would have been talking about this in ten years time. We were still talking about Space Invaders [ten years ago], and that was already 20, 30 years old then. Hopefully we’ll continue to do interesting stuff, that’s you know, that’s kind of all you can hope for.” he added.

To celebrate the ten year anniversary of Grand Theft Auto III, the game is being released for iPad and Android tablet devices. And while there’s been no official word on Grand Theft Auto V, the Train2Game blog has previously reported that analysts believe it’ll arrive in 2012.

Train2Game students may be interested to hear that the original Grand Theft Auto project was almost scrapped, before a bug made the game more exciting to play. It’s a lesson to Train2Game QA Testers that bugs aren’t always a bad thing!

So Train2Game, what are your thoughts on the legacy of Grand Theft Auto? How do you believe game design of open world titles can be improved? And do you believe Rockstar will still be doing what they do in ten years?

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

[Source: IGN]

Train2Game interview with Trion Worlds Senior QA Tester Karl Tars – Part 3

End of Nations is an upcoming MMORTS from Petroglyph Games and Trion Worlds. The game was on display at the Eurogamer Expo, and the Train2Game blog caught up with Trion Worlds Senior QA Tester Karl Tars to find out more about the game, QA Testing and how to get into the industry.

In the final part of an in-depth three part interview, Karl Tars tells the Train2Game blog what his role as Senior QA Tester involves, the importance of QA in game development, how he got into the games industry and he offers advice on finding work as a QA Tester.

Read it below here on the Train2Game blog, or on the Train2Game Scribd page.

Part 1 and Part 2 of our interview are both available to read here on the Train2Game blog.

So, tell us a bit about your role as Senior QA Tester.

My role is…Petroglyph gives us the build then we go in to find all the bugs. We’ll report them so they get fixed so that the game itself plays smoothly, no crashes, no textures going weir. But we also go in and look for gameplay fun bugs, like ‘This feels overpowered, this feels underpowered, it’s not really clear when I’d ever use this, special ability,’ things like that.

That’s what we do, we’re officially called Quality Assurance but the actual role is more quality assessment; we don’t assure quality, we don’t fix the bugs, we just assess what the game is and tell them ‘Hey, this is how the game is, is that what you really want?’ and let them make the decision as to whether they want to fix it or whether they want to change it or drop it. A lot of times they’ll say ‘You know what, we can’t make this work, you’re right it’s not going to work right’ so they’ll drop a feature and change it to something new entirely.

How important is the QA process to game development?

I’d say it’s a critical step. In previous times there was a period where it was kind of neglected, they wanted to know does the game crash, does the game function, but they didn’t really care about the actual quality in terms of fun gameplay values. Trion certainly doesn’t do that and other companies have caught on that ‘Hey, we can’t just keep pushing out these terrible games forever,’ and eventually the consumer catches on too and stops buying them.

So the QA process is really critical, and it frees up the developers. Instead of having to spend 3 hours figuring out how to cause this crash, we do that: we figure out exactly how to cause it and it gives them the time to keep working on the game, keep programming, keep adding new units. And then once they know how to break it, they can go in and fix it quickly and get their jobs done much more efficiently.

How did you get into your role in the games industry?

I took a rather long path for it; I actually have a Computer Science degree, I can programme but when I graduated it was a terrible time for programming and so I picked up a QA job at Vivendi Games in L.A. They’ve since been bought out by Activision, but basically it was a temporary position and I was good enough that they kept me on a lot longer than the average temp.

After it was bought out by Activision, I thought ‘I’m not too interested in working for them, they don’t treat their employees as well as I’d like,’ so I moved onto Trion Worlds who have been fantastic.  For the most part, anyone who has a good eye, likes playing games and can clearly, precisely say what they did and how to reproduce what they just caused, they can have a job in QA.

What advice would you give to anyone looking to work in QA?

The main thing to do if you want a job in QA is working on your skills at spotting things. A lot of us are game players, and that’s not necessarily what you’re going to be doing in testing. Testing isn’t just playing the game; a lot of it is very repetitive, where we’ll go through every single unit, make sure that every single ability works, make sure every single texture on a map looks correct.

So as you’re playing through a game and you spot a texture out of alignment? That’s something that QA would do. If you can cause the game to crash consistently in a certain way, that’s something QA have to do.

So spotting a bug is the first half of it, the second half of it, is having good English skills or whatever other languages your company works in.  Being able to clearly say ‘do this, do this, do this’ – the way I was told to practice that was imagine you have an alien, they understand the language in some respects, but they don’t necessarily know a lot of the noun, they wouldn’t know what a fork this, they wouldn’t know what a knife is.

Now try and tell them how to make a peanut butter and jelly sandwich when they don’t know what any of those things are. And you have to describe them being very descriptive and giving a good guide of exact steps and also including things like ‘it doesn’t work if you do this,’ so that when the developer gets it they can just immediately go click, click, click, straight through your steps and ‘Oh there’s the issue, I can see it now, and now that I can see it on my machine I can fix it really easily.”

Thanks for your time Karl.

End of Nations is scheduled for release next year.

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

Train2Game interview with Trion Worlds Senior QA Tester Karl Tars – Part 2

End of Nations is an upcoming MMORTS from Petroglyph Games and Trion Worlds. The game was on display at the Eurogamer Expo, and the Train2Game blog caught up with Trion Worlds Senior QA Tester Karl Tars to find out more about the game, QA Testingand how to get into the industry.

In the second part of an in-depth three part interview, Karl Tars tells the Train2Game blog about the team behind End of Nations, the importance of beta testing during game development and how it can be useful for those with aspirations to work in the games industry. Read the interview below, or on the Train2Game Scribd page.

Part 1 is available to read here on the Train2Game blog.

Tell us about the team behind End of Nations

The way it works is Petroglyph Games are the developer, that’s a studio founded by a bunch of former developers from Westwood Studios, the guys who did Dune and Command & Conquer. So veterans’ of those games are designing and developing the game. Trion Worlds is publishing, we’re giving them the servers and a lot of the back end infrastructure that makes the game work. That’s the studio that’s behind it.

When is End of Nations scheduled for release, will there be a beta?

We have a beta coming up, so if you go to www.endofnations.com you can sign up for the beta right now. If you have an existing Rift account, that account will work for End of Nations as well. We’ll have more information in the next few months as we don’t have a confirmed time for that for the release, but it’s going to be a lot of fun and I’m looking forward to playing it on my own!

How important is the beta for the game development process?

Betas are really critical in terms of making sure the live servers can handle the real loads that players will put on our servers. We can test some of that in our labs but we certainly don’t have the manpower to try having 100,000 people connecting at once and with every single weird configuration of computer that’s out there. We don’t have the resources regularly do that.

Also, as clever as we are in QA, we’re not as good as every single player out there. We’re not going to be able to figure out all the interesting ways of using abilities that just break the game and make it un-fun for the other team. And so it’s also really important to have people go out there and try random things and finding ways of exploiting it so that we can tone those down or make them work within the system so it doesn’t feel unbalanced.

Is getting involved with beta testing a good way of getting a job in QA?

It can be. It used to be that was one of the primary ways of getting in in older days. However, more recently betas have become almost a marketing type of thing where the majority of people playing in a beta, they don’t really want to test, they just want to play the game early and see as they like it more like a demo than a testing environment.

However, if you can find a lot of good bugs and you can report them to the team in a good way, you can develop a fairly good rapport with some of the developers and that can get you in.  And if nothing else it gives you a chance to see these incomplete builds where it’s more likely to have bugs in it and so you can learn how to deal with that type of thing.

It’s definitely a way of getting in, but I wouldn’t say it’s a good way of doing it these days, but it’s definitely a good way to practice, get started and if you apply to the same company that you did a beta for, you can say ‘hey, I found this bug and these are the steps for it.’ That’s going to really impress the QA leads who are reviewing it and saying ‘This guy knows exactly how to write a bug report, he knows our game, he knows how to look for a bug and report it.’ That’s really what’s going to get you in.

Part 3 of our interview with Trion Worlds Senior QA Tester Karl Tars will be available soon. End of Nations is scheduled for release next year.

Leave your comments here on the Train2Game blog, or on the Train2Game forum. Part 3 of the Train2Game interview with End of Nations Senior QA Tester Karl Tars is here.