Train2Game interview with Trion Worlds Senior QA Tester Karl Tars – Part 1

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 first part of an in-depth three part interview, Karl Tars tells the Train2Game blog about End of Nations and the reasons behind key game design features. Read it below, here on the Train2Game blog, or on the Train2Game Scribd page.

So, what is End of Nations?

End of Nations is an MMORTS. The basic idea is we looked at Starcraft and said ‘8 players in the game? That’s not enough.’ What we’re showing off here is 16 players and we have a couple of maps that are going up to 50 players and we’re hoping that we can push it further than that and just have massive real time strategy combat.

The back story for the world is that there’s been an economic collapse, and so a group called The Order of Nations has come in and started to establish order.  They’ve gone through and destroyed some of the other nations that were still OK, then the people after they realise ‘Order’s restored, that’s great, but I’d like to be able to go outside and do my own thing’ – and that’s not being allowed, they’re very anti-freedom, very totalitarian – and so a couple splinter groups have shown up.

There’s a Liberation Front which are very pro-freedom, patriotic, and they’re going to be our brute force faction with big armour, big weapons and not a lot of subtly. The Shadow Revolution is the other faction, they are a lot more about stealth, tactics, hit and run strikes…they’re going to have a lot of little tricks where they can leave that’ll weaken the enemy and then they’ll strike. Or they’ll come out of stealth and they’ll have an invisibility cloak that allows them to hide, wait for the right time to strike and then launch their attack when they’re ready.

The basic idea is that these two groups are trying to take down The Order of Nations in their own ways and for their own reasons, and since they don’t see eye to eye you’ll also have a lot of times where they’re going to be fighting each other.

How does the gameplay work?

All the units you’re going to see today are from the Liberation Front because they’re the most balanced and the most ready to go and so the most fun to play with at the moment.  What we have here is am Infiltration loadout, its infantry, a couple of artillery units and flame tanks.

Your basic gameplay is your standard top down Real Time Strategy; you get to move your units forward. What you’re going to want to do, for example, here we have a resource point. You have resources on the corner [of the screen] and they trickle in very slowly at the start, and it’ll allow you to respawn your units if they get destroyed. But if you take a resource point they start coming in faster so the majority of each map is going around capturing strategic points that are needed.

There are also Landing Zones. If you capture a Landing Zone you can bring your units into the front line when they get destroyed. We have a Bombing Run and when this happens when it’s captured, the enemy area will start coming under attack.

So if I’ve captured this resource point and we’re trying to gain resources a little bit faster – every time it ticks we’ll get a little bit more than we did previously. That’s going to allow me for example put down a turret [to defend against enemy forces]

And so rather than doing the normal base building, instead we have these structures you can place temporarily. They’re good for small temporary bases but not a standard build up your infantry, build up your main defences and turtle on your side while you wait for the enemy.

From a game design perspective, what were the main reasons for including these mini-bases?

What they allow you to do is to make a temporary base; it’s a way of getting that little extra push to get in. So, for example, that’s going to take their attention off my units so they can come in and attack more freely. Or if they’ve captured my units in it’s going to help me fire off at them. It’s possible to get a depot that’ll allow your units to have more armour so they can take more damage.

There’s a repair depot so your units can get repaired in a forward location. But there are specific structures, and a lot of easy ways to take out other structures so they’re not going to last forever…you can have up to six of them, but the idea is you have to think about where you want to put them. I remember when I used to play Starcraft, you used to do a Proton turret tree where I’d keep adding turrets in front of my other turrets and I wouldn’t even attack with units, just push turrets more.

You can’t really do that here, you’ve got to think ‘I want this point’ right now so you set up your turrets offensively to take that point, capture it and then move on and then you remove your last set of turrets to assault the next sector.

So the game design makes the gameplay a bit more challenging and more interesting to play?

Yeah, it’s less defensive and less turtling; it’s more about constant movement and you’ll want to be always looking at your next objective or looking at the next point to defend, but you never have a time where you just sit, turtle up and wait for the enemy to attack you. You’re always going to want to keep moving, because there’s also, like I said the Liberation Front has got a nuke, they will launch it at you and they’ll wipe out all your little turrets and you’re not going to have anything left.

Or the Shadow Revolution, they can deploy a system virus which will degrade all of your units over time but if you’re not ready for it, it’ll wipe out your units pretty quickly.

End of Nations is scheduled for release next year. Click here for Part 2 of our huge interview with Trion Worlds.

Leave your comments here on the Train2Game blog, or on the Train2Game forum. Part 2 of the Train2Game interview with End of Nations Senior QA Tester Karl Tars is here.

Train2Game news: Battlefield 3 game design “grounded in authenticity”

Train2Game students who recently took part in the Battlefield 3 beta, or indeed any Train2Game student will be interested in this; DICE’s Battlefield 3 producer Patrick Bach has been speaking to Industry Gamers about the goals of Battlefield 3, and it isn’t to be realistic, rather authentic.

“We are not trying to create a simulator. But the feeling that what happens in the game is plausible and looks real and authentic is important to us.” Bach told Industry Gamers.

He said that the game design of Battlefield 3 has been heavily researched in order to make the story as authentic as possible.

“We have a story tell and want to carry that story across in a unique style and tone grounded in authenticity. Researching authenticity is extremely important for us and it’s impossible to make this stuff up without risking our desired style and tone,” he said.

“I don’t see it as a race to be the most realistic shooter – realism, as opposed to grounded in authenticity, is not our end goal with Battlefield 3 and probably never will be. Having said that, with greater graphics capabilities comes a greater need to focus on visual details.” Said the DICE man.

However, Bach admitted that developed needed to build a brand new engine in order to achieve what they wanted to do, because nothing strong enough was available. He believes that it’ll give the entire FPS genre to evolve.

“When we set out to do Battlefield 3, we realized that no existing game engines would be able to handle what we wanted them to do. That’s why we built Frostbite 2, and that’s why I think the genre will take a leap forward.”

As seen earlier today on the Train2Game blog, that’s different to rival shooter Call of Duty: Modern Warfare 3 which has just seen its predecessors engine tweaked.

Bach thinks that it’s an exciting time for FPS developers, with the potential for the genre to grow even further.

“On the arena as a whole, I think we are at a very exciting point in time. I think this year will see a huge growth in the total FPS market.”

He added that social devices will also change how people play games. Battlefield 3 has a ‘Battlelog’ service which Bach believes “will make a huge difference in how people perceive where the game starts and ends.”

Games, especially FPS titles with their deep persistence and team play are no longer just hard-coded discs. They are transforming into a service.” he added.

As reported by the Train2Game blog, Battlefield 3’s rival, Call of Duty: Modern Warfare 3, so features a social system, Call of Duty Elite, and publisher Activision also believe social will become a huge part of gaming in future.

Earlier this year, the Train2Game blog reported that EA believe Battlefield 3 will be superior to Call of Duty: Modern Warfare 3.

So Train2Game, what are your thoughts on Battlefield 3 being ‘authentic’ rather than ‘realistic’? Are you impressed by the Frostbite 2 engine? And could it ultimately topple Call of Duty?

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

[Source: Industry Gamers]

Train2Game news: Uncharted needs PS4 for next big improvements

Train2Game students are living in time when video games look better than ever, with the Uncharted series being some of the best looking titles of the lot.

And while the upcoming Uncharted 3 is graphically improved over its predecessor, developers Naughty Dog say the jump isn’t as big as it was between Uncharted 2 and the original. They believe a next generation console is needed in order to recreate this level of improvement.

Speaking to Spong, Game Director Justin Richmond revealed that changes to the Uncharted’s engine have been tweaks rather than massive upgrades.

“Uncharted 3 isn’t just an incremental update – we did change lots and lots of things – but graphically speaking, it’s not going to have the same gap, it was never going to happen.” he said.

And the Uncharted 3 Game Director believes we won’t see another huge jump on the PlayStation 3, hinting that we’ll only see a similar boost when Sony release a next-generation console.

“The way we made it, how much of the PS3’s power we were using… that huge gap that you saw between Uncharted 1 and 2 is the kind of thing that really only happens once per generation. We pushed it really hard.” said Richmond.

Train2Game students may be interested to find out that Naughty Dog only managed to make improvements to Uncharted 3 by re-writing the engine, and it’s something they’d prefer to do only once per console cycle.

“Uncharted 2 to 3 is still a jump, but it’s a narrower jump. And going forward, it depends on what we do. There are always ways to improve stuff, always ways we can pull out more stops… like changing optimisations, changing streaming animations, getting more polygons on screen, progressive mesh,” Richmond said.

“But I don’t think you’ll ever see that same jump again, at least on a PlayStation 3. There was just so much power left over in the PS3 when we made Uncharted 1, that we figured out how to use and really took it to town when developing Uncharted 2.” the Uncharted 3 Game Director concluded.

As previously reported by the Train2Game blog, the Uncharted 3 have a something of a “make it up as we go along” thing when it comes to game design.

Meanwhile, Train2Game students interested in how Uncharted 3’s script is written and performed should check out this behind the scenes look on the Train2Game blog.

So Train2Game, what are your thoughts on Richmond’s comments? Do you believe a new console is needed in order to make another leap forward? Does that leap need to be made?

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

[Source: Spong]

Train2Game news: Volition Design Director on how game designers can stand out

Train2Game Game Designers, this is a must read blog post for you, as it contains some excellent advice on how to stand out as you try to break into the game industry.

The tips come from Volition Design Director Jameson Durall in an #altdevblogaday post titled ‘How Can Entry Level Game Designers Stand Out?’

If the name seems familiar to Train2Game blog readers, it might be because he spoke to us earlier this year about Red Faction: Armageddon, game design and getting into the industry.

Writing about what he likes to see when hiring a game designer, and as he previously told the Train2Game blog, being able to use editing tools is essential.

“While someone focusing on Game Design may not have a background in programming…scripting gameplay in an Editor like UDK or Unity is a must in my opinion.”

Of Course, Train2Game students have the opportunity to create games using UDK at the Train2Game & Epic Game Jam next month.

The Volition Design Director states that experience with UDK or another engine provides evidence of not only creating ideas, but also being able to create the actual product itself.

“I want to see that they have the ability to get in and do meaningful work to create content instead of just planning gameplay and expecting others to develop it.  Show me examples of gameplay situations that you designed and created and be ready to talk about why they are fun.”

Durall added that doing this is also a great way for aspiring game designers to practice their skills.

“This skill set also helps them prototype ideas early in development and create crude gameplay spaces to help get their gameplay ideas across.” he said.

The post makes excellent reading for Train2Game Game Design students, and contains plenty of helpful information on what a top game designer wants when looking to hire someone in an entry level position.

You can read Jameson Durall’s full post ‘How can entry level game designers stand out?’ on #altdevblogaday.

Of course, this isn’t the first time the Train2Game blog has reported on a game designer suggesting that using a development kit is a great way to get into the industry.

Valve’s Chet Faliszek told the Train2Game blog that modding is a great way to get noticed in the games industry, while in an interview at Gamescom, id Software Creative Director Tim Willits also told the Train2Game blog that modding is a “great way to get into the industry

What are your thoughts on Durall’s advice on how to get an entry level game design role? Is it something you do already? Do you believe the upcoming Train2Game Game Jam could help this?

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

[Source: Altdevblogaday]

Train2Game students can go to BAFTA’s Game Writers Panel for free

Train2Game blog readers may have seen a post earlier this week about a special BAFTA game writers panel at the end of this month.

The event is £5 for members of the public, but Train2Game students can book their place on 26th October FOR FREE here.

The BAFTA event is free to attend for anyone studying or working in games and could provide Train2Game students with a great chance to meet people in the industry or at least hear their thoughts on game design during the Q&A.

The game writers panel will feature game designers, Jim Swallow Ed Stern, and Rhianna Pratchett as they discuss whether  “Putting protagonists in the hands of a player kills traditional narrative concepts,” and much more.

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

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

Train2Game students can question Uncharted 3 devs this weekend

Train2Game students have the chance to question Uncharted 3 developers Naughty Dog and get their hands on the game at an exclusive event in London this Saturday.

The Naughty Dog team behind the Uncharted series will be hosting a developer session featuring a live walkthrough of the Desert Village section of the game.

It’s likely to give any Train2Game students who attend a great insight into the development of Uncharted 3 and what goes on behind the scenes at Naughty Dog.

Attendees will also get the chance to sample Uncharted 3’s single player campaign for the first time ever in the UK.

The Uncharted 3 developer session, a FREE event hosted by PlayStation Access, takes place this Saturday 15th October from 15:00-18:00 at The Union, 50 Greek Street, London, W1D 4EQ.

The venue will  apparently be transformed into the Pelican Inn in the upcoming Uncharted 3. There’s no need to register in advanced.

For more details about the Uncharted 3 developer session, Train2Game students should see the Facebook event page.

Earlier this month, the Train2Game reported that Uncharted 3’s lead designer said they made a lot of the game up as they went along!

Train2Game students can also check out this post that looks behind the scenes at Naughty Dog. Perhaps it’ll inspire someone to ask the Naughty Dog team a great question!

Uncharted 3 is released for PlayStation 3 next month.

So Train2Game, will you attend the Uncharted 3 developer session? What would you ask? And are you looking forward to the game?

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

Train2Game news: League of Legends Game Director on Game Design – don’t be ‘too awesome’

Train2Game Game Designers should definitely be interested in this; League of Legends design director Tom Cadwell has been discussing the common pitfalls of game design.

“Even though we know how to do good design, we still make mistakes a lot, you can set up processes that facilitate good decisions,” he said at his GDC Online talk in Texas.

“Once you know what the right behaviours are, it’s very possible to coach your peers or subordinates. Some of these pitfalls are human flaws, and it is possible that some people don’t manage those flaws well enough even though they’re great designers.”

Cadwell discussed something Train2Game Game Designers may be particularly interested, that is the concept that an idea is ‘too awesome’ to cut from a game and how this can damage development.

“We probably shouldn’t do it, but man, it’s too awesome,” is a dangerous thought said the League of Legends Game Director.

“Now you have a problem because you’re bending over backwards to do this thing that doesn’t fit.”

But he said that even if they know the feature doesn’t work, game designers won’t want to say so in order to avoid being ‘that guy’

“Now you’re all excited… And you don’t want to be the guy who’s being a buzzkill” said Cadwell

In order to prevent this from happening, he suggests “decisions are reviewed by peers or supervisors who are not interested parties, who weren’t at the kick-off.”

Cadwell added that if something costs a lot to do, is it really worth it?

“Structure process to assess cost to risk — it takes six times the engineering resources. Is it worth it?” he added.

The talk provides interesting reading for Train2Game Game Designers, with excerpts available on Gamasutra.

Reports of GDC Online have provided Train2Game students of all disciplines with a lot of fascinating information. Just yesterday the Train2Game blog revealed what Valve had to say about the importance of testing games.

So Train2Game, what are your thoughts on Cadwell’s comments? Do you agree that things can be ‘too awesome’ to go in a game? Have you experienced it when producing games?

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

[Source: Gamasutra]

Train2Game news: BAFTA Game Writers Panel 26th October (Updated)

Train2Game Game Designers in the London area won’t want to miss out on the BAFTA Games Writers Panel later this month.

A panel of game writers will discuss ‘Players vs Characters’ and the idea that “Putting protagonists in the hands of a player kills traditional narrative concepts”

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 panel 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.

They’ll also examine how ‘killers, combatants and characters doomed to die a thousand times can still play the hero’.  In addition to this they’ll discuss what games can take from television and films to make characters more engaging.

The event will take place at BAFTA in Central London at 7:00p.m. Wednesday 26th October. Interested Train2Game students can purchase a ticket for £5.

UPDATED: Train2Game students can attend the BAFTA Game Writers Panel for free, find out how here.

For more information, see the event page on the official BAFTA website.

The Train2Game blog published excerpts of an interview with Brink Writer Ed Stern earlier this year.

So Train2Game, will you attend the event? And what are your thoughts on the idea that putting protagonists in the hands of a player kills traditional narrative concepts

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

[Source: BAFTA

Train2Game students chance to join Crusader Kings II closed beta

Train2Game students have an opportunity to be involved with the closed beta for Paradox Interactive’s upcoming Medieval strategy RPG Crusader Kings II.

The development team behind Crusader Kings II are the creative force behind Europa Universalis, Hearts of Iron and Victoria.

Do you believe you have what it takes to be a Crusader King? Interested Train2Game students can apply to be a part of the Crusader Kings II closed beta here on the Paradox website.

Applications are open through to 17th October, with those chosen for the closed beta receiving confirmation the following week.

Beta testing is an excellent way for Train2Game students, especially those on the Games QA Tester course to practice their bug hunting skills.

SomeTrain2Game students were involved in last week’s Battlefield 3 beta, with developer DICE stating the open test was aiding with game development.

However, while many understood that one of the purposes of a beta is to find bugs, some players were unhappy about finding them. As reported by the Train2Game blog, DICE’s Patrick Liu said that these players had his understood the meaning of beta testing.

So Train2Game, will you attempt to take the opportunity to beta test Crusader Kings II? How often do you get involved with these events?

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

Train2Game news: Modern Warfare 3 design tweaks – ‘most accessible’ Call of Duty

Call of Duty has a strong following amongst Train2Game students, many of whom will be keen to hear how Sledgehammer – one of three studios behind Modern Warfare 3 – believe their game design tweaks make the latest offering most accessible title in the series yet.

“One of the things we did consciously was to use the levels in multiplayer and put them in Survival mode,” Sledgehammer Games general manager Glen Schofield told CVG.

“That was to try and create this bridge so that people who do play single player, who are maybe a little intimidated by multiplayer, will sit down with a buddy and play co-op and go ‘wow, that’s cool. I’m really getting to know this level. I get the upgrade system now, I get it all.’ And then they could jump into multiplayer.”

Schofield was asked if this meant Call of Duty: Modern Warfare 3 was easier to get stuck into than previous games in the series.

“Absolutely. Then if you think about adding Call of Duty Elite to it, if you want to jump into multiplayer after you learn Spec-Ops and just use your friends list to play, then you’re given a higher level of comfort.” he replied.

“It’s one of the things we’ve been hearing: ‘I don’t want to jump into a game with a bunch of teenagers and get trash talked all the time. I want to actually have fun and get in there.’ And a lot of people like that type of gameplay, but we’re trying to make it so you can customise it for yourself.” the Sledgehammer general manager concluded.

Customisation appears to be a key theme of Modern Warfare 3, with the Train2Game blog previously reporting that game modes produced by Call of Duty Elite subscribers could be made available to all players.

Train2Game students can get a behind the scenes insight into development of Call of Duty: Modern Warfare 3 here on the Train2Game blog.

So Train2Game, what are your thoughts on Sledgehammer’s tweaks to multiplayer game design? Will it help make Call of Duty: Modern Warfare more accessible? Do you welcome it?

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

[Source: CVG]