Bioware admit Dragon Age II faults following community feedback. How important is listening to fans Train2Game?

Bioware Lead Designer Mike Laidlaw has responded to reactions from fans about Dragon Age II’s controversial new Game Design mechanics.  (You can remind yourself of how Bioware said the Game Design of Dragon Age II was ‘more welcoming’ here on the Train2Game blog)

The game itself proved popular on the Train2Game Forum, but Bioware were inundated with comments on the Bioware forum that voiced concerns that Dragon Age II when compared to the original, Dragon Age: Origins. (A title that the Train2Game blog previously laid great praise on, especially when it came to Game Design)

Laidlaw has recognised concerns of Bioware forum users and insists that there are aspects of Dragon Age 2 that must be improved upon in future games in the series.

“I am absolutely aware of the concerns voiced here. Issues like level re-use, the implementation of wave combat, concerns about the narrative and significance of choice and so on have all been not only noted, but examined, inspected and even aided me (and many, many others on the team) in formulating future plans.” he said. “Further, I’m not only aware of the concerns, but I agree that there are aspects of DA II that not only can but must be improved in future installments. And that is precisely our intent.”

Laidlaw also added the reasons why Bioware made such a drastic change from Dragon Age: Origins with Dragon Age II “I am very proud of what the team accomplished with Dragon Age II. I know many are advocating a “it wasn’t broke, why did you try to fix it?” stance, and I absolutely understand why. From my perspective, as someone looking to the future and the DA franchise, I think that DA II moved us into a space that has more potential.

“The story events of DA II have fundamentally altered the political and power landscape of Thedas, in a way that’s open to intrigue, drama and sweeping conflict in the future, and evolves a world that, while still very much involving the Grey Wardens and Darkspawn, is about more than just that one struggle.”

“Hawke’s story was a departure from the usual tale, and in crafting it and the game around it we learned a lot. Some from what worked, but even more from what didn’t. Such is always the way. I hope that in the future we’ll be able to discuss how we’re addressing your concerns and even solicit feedback from you on future plans in the process, but for now, I hope a simple thank you will suffice.” He concluded.

It provides a potentially interesting lesson to Train2Game students in listening to fan feedback when developing games.  For more on why Bioware decided to take Dragon Age II in the direction they did, see extracts of an interview with Mike Laidlaw on Game Design here on the Train2Game blog.

So Train2Game, how important do you believe it to be for developers to listen to fans? Is it something you look forward to in your future career? Have you already responded to feedback when producing games?

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

[Souce: Bioware Forum via CVG]

Ubisoft want next-gen consoles ‘sooner rather than later’

Earlier this year, the Train2Game blog reported that job listings suggested that Microsoft was looking to start work on their next console.

Now, while there’s still no information at all about anything called an Xbox 720 – as much as those on Train2Game courses want news! – Ubisoft want the next generation of games consoles to come ‘sooner rather than later’

“I’ll leave that up to Microsoft and Sony to say for certain.” Said Ubisoft UK boss Rob Cooper when asked by MCV when Sony and Microsoft may reveal the PlayStation 4 or Xbox 720.

“But I’d echo something Yves said earlier this year: there have been tons of technological advances since the last round of consoles was released, and we’d love to see those advances included in new consoles sooner rather than later.” He said

“That’s because the sooner we have the next generation of consoles to build on, the sooner we can leverage those advances to create the next generation of video games.

“The peripherals and the updates to the existing generation have been great, but it’s typically new consoles that really spark innovation from publishers and the demand from customers.” The Ubisoft publishing boss added.

In March, the Train2Game blog gave you a taste of what the next-gen might look like thanks to the Unreal Engine ‘Samaritain’ demo. Any Train2Game student interested in the future of gaming (That’s all of you) should have a look.

So Train2Game, do you think we’ll see the next generation of consoles in the next few years? Are they needed to spark innovation? Or is there enough excitement in the games industry right now?

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

[Source: MCV)

A must read for Train2Game students: Nintendo ‘Godfather’ Shigeru Miyamoto on the role of a Game Designer

Train2Game Game Designers should strive to make their work as unique as possible. That’s the lesson to take away from comments made by the father of Super Mario and Donkey Kong in a recent interview.

“In the past, game design was all about which game was the best on the hardware that was available,” Nintendo’s Shigeru Miyamoto told The Guardian.

“That still holds true in the current world, but for the Game Designer, it’s important to understand the overall system.

Plus, it’s important to understand all the mechanisms in games, otherwise the movement or the gameplay would not be right. If that is good, then it will be evaluated as a good game.”

The Nintendo legend believes Game Designers should be unique; it’s likely that those on the Train2Game Game Design course do believe that they have unique ideas to bring to the industry.

“But games nowadays are at a higher level, and the devices are higher-technology, so generally speaking, people can [and should] make good games.

Nowadays, it’s really important that the designer should be unique, and that their individuality should show through in the production itself.”

Continuing on from this, Miyamoto added that a Game Designer should never do something just because it’s popular.

“It’s costly if you do something because other people are doing it, but the focus should be: ‘Because people are not doing it, we’ll go this way.’ Uniqueness is important.

Finance-wise, you can put more budget in, but your energy has to be focused on something, otherwise it won’t work. For me, if you tell me, ‘I’ve seen this before,’ or ‘I’ve done this before,’ that’s challenging.”

Earlier this month, the Train2Game blog reported that Shigeru Miyamoto wants to teach when he retires.

So Train2Game, what are your thoughts on Miyamoto’s comments about Game Design? How useful is it for you that one of the most iconic people in the industry has said what he thinks the ideal designer should be?

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

 [Source: The Guardian

Call of Duty: Modern Warfare 3 will bring ‘most advanced multiplayer ever’

Modern Warfare 3 gameplay trailer image

The first gameplay trailer for Call of Duty: Modern Warfare 3 – which you can see here on the Train2Game blog – sparked more debate than excitement on the Train2Game forum, but Activision have vowed it’ll have the ‘most advanced multiplayer ever’

“Call of Duty: Modern Warfare 3 is by far the most epic Call of Duty experience yet.  The teams at Infinity Ward and Sledgehammer Games have worked tirelessly to create for the Call of Duty player a scale that is unimaginable with a level of polish and creativity that will push the genre forward,” said, CEO of Activision Eric Hirshberg

“The passion and energy of our developers is reflected in everything about the title.  From the innovative gameplay, to the cinematic intensity, to the most advanced multiplayer ever, Modern Warfare 3 will raise the bar for this already incredible franchise.”

 The question many Train2Game students – especially those on the Game Design course – will be asking is what will developers Sledgehammer and Infinity Ward do to make the multiplayer of Call of Duty: Modern Warfare 3 the most advanced ever?

As previously mentioned by the Train2Game blog, Call of Duty: Modern Warfare 3 is reportedly influenced by the destructible environments of the Battlefield series.

Call of Duty: Modern Warfare 3 is scheduled for release on 8th November 2011.

So Train2Game, what game design changes do you believe need to be made to the Call of Duty formula? Does it need to change? And can the title live up to Activision’s hype?

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

L.A. Noire tech can ‘compete with film’ and be used outside games industry!

L.A. Noire developers Team Bondi believe their impressive facial Art & Animation techniques (Which if you haven’t seen, you can here on the Train2Game blog) can aid Game Designers in competing with Hollywood.

“The beauty of it for games specifically is it will now allow us to compete head-on with film and TV in terms of storytelling.” Team Bondi founder Brendan McNamara told BBC Newsbeat.

“If you take all the strengths of what’s great about a video game and you take all the strengths of what’s great about cinema and film you can get this amazing new product and what that means is video games become the pre-eminent entertainment form for the 21st century,” he said.

McNamara’s comments are similar those he’s previously made – as reported by the Train2Game blog – in that it’ll soon be hard to differentiate between games, films, and TV.

The L.A. Noire Director added that the MotionScan technology has even attracted interest from the industries outside of entertainment and gaming.

“We’ve had all sorts of approaches from different people wanting to use it for medicine and for security and people like law enforcement wanting it for lying simulators to show operatives how to read faces”

Back inside the industry, Valve are also ‘keeping an eye on’ the impressive Art & Animation technology.

As reported by the Train2Game blog, L.A. Noire became the fastest ever selling original IP in the UK, taking No.1 in the charts in the process.

So Train2Game, can games compete with TV when it comes to storytelling? Do any of you Game Designers have big plans? And is it positive for the industry that in-game tech is interesting those outside it?

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

[Souce: BBC Newsbeat via Develop Online]

First Call of Duty: Modern Warfare 3 trailer revealed! What do you think Train2Game?

MW3

Yesterday, the Train2Game blog reported that the Call of Duty: Modern Warfare 3 engine would ‘move beyond’ that of its predecessors.

Well, you can now get a glimpse of the very first Call of Duty: Modern Warfare 3 gameplay trailer and see if the engine shows any sign of being tweaked yourselves!

You can also see if Call of Duty: Modern Warfare 3 contains the supposed influences from Battlefield 3 – as previously mentioned on the Train2Game blog.

The Call of Duty: Modern Warfare 3 trailer not only reveals London, France and Germany as locations, but also confirms the involvement of Sledgehammer as one of the studios involved with game development.

Earlier this year, the Train2Game blog reported that Sledgehammer may be one of three studios aiding in the development of Call of Duty: Modern Warfare 3.

Watch the Call of Duty: Modern Warfare 3 trailer below, here on the Train2Game blog.

What are your thoughts on the Call of Duty: Modern Warfare 3 trailer? Can you see any immediate evidence of a tweaked in-game engine? Do you have high hopes for the Game Design in the new locations?

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

An interesting look for Train2Game students behind the scenes of Uncharted 3

Uncharted 3 screenshot

While new UK No.1 game – as reported by the Train2Game blog – L.A. Noire may have hit the headlines recently thanks to its impressive Art & Animation techniques, it isn’t the only game out there using motion capture.

The PlayStation blog not only recently revealed the secrets of the motion capture techniques behind the upcoming Uncharted 3, but also the writing techniques used to optimise the Game Design.

The post provides some real insights for both Train2Game Art & Animation and Game Design students.

”We’ve developed a unique process for motion capture and performance capture for games,” Uncharted 3 Creative Director Amy Hennig explained  in  post about the cutting-edge new mocap studio in Culver City, California. “We’re kind of ahead of the pack.”

Moving onto how the game is written, Hennig said:

We don’t have the luxury of writing a big script in an ivory tower, we have an outline that we work from and we write the scenes as we go.”

The approach means it’s easily for Hennig and her team to make changes to the script as and when they need too.

“As the writer, I get to learn the actor’s voices — their cadences, their idiosyncrasies, and I write them right in”

“Their characters become infused with their personalities.” She added, echoing Naughty Dogs previous comments that Uncharted 3 is being produced like a Hollywood film, as reported on the Train2Game blog.

For the full behind the scenes look at Uncharted 3, Train2Game students should head over to the PlayStation Blog.

You can also find out even more about how Uncharted 3 is written here on the Train2Game blog.

So Train2Game, what are your thoughts on techniques behind Uncharted 3’s production? Did you ever imagine games development becoming so complicated? Would you like to work in such an environment in future?

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

[Source: PlayStation blog]

Barriers of entry into industry “being blown away” say Remedy (Good news for Train2Game students then!)

Remedy logo

In a statement that Train2Game students may mind surprising coming from a big developer, Alan Wake producers Remedy believe casual and social games are very good for the games industry.

Last week, the Train2Game blog reported on Angry Birds reaching 200 million downloads; it’s just one sign of how huge this relatively new sector of the games industry has become.

And Remedy Executive Vice President Aki Järvilehto believes that this is a positive thing, which allows easier entry into the games industry – some Train2Game are likely to see themselves getting their first job in a mobile development role.

“I think the market is changing in a radical fashion. Barriers of entry are literally being blown away. New business models are booming and this is not about devaluation,” Järvilehto told Industry Gamers.

“Facebook is doing tremendous things to gaming and attracting completely new people to enjoy different more casual and social games. I can’t see how the fact that mainstream consumers are finally embracing our industry could be negative. After all isn’t that what we’ve been hoping for since forever?”

“Games and gaming as an experience is certainly changing – platforms are evolving and developers and consuming is evolving with it” Järvilehto concluded.

Facebook games have certainly become popular, with the Train2Game blog previously reporting on the success of titles such as Cityville.

Last month, the Train2Game blog even reported that the role of a Game Designer is even more important for a casual title; so working on one could provide a Train2Game student with large amounts of experience!

Meanwhile, earlier this month the Train2Game blog revealed how Remedy believe game developers learn from their mistakes.

So Train2Game, what are your thoughts on Järvilehto’s comments? Do you agree with his views about casual games? Can you see yourself developing one in future?

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

[Source: Industry Gamers]

Train2Game radio interview with Train2Game Game Design student Jonathon Robinson

Jonathan Robinson – AKA Ironcore01 on the Train2Game forum – is studying to become a Game Designer with Train2Game. Train2Game Radio caught up with him to find out why he chose to study with Train2Game, how he’s finding the course and what he wants to achieve in future.

Listen to the interview at www.audioboo.fm/train2game

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

Randy Pitchford’s BAFTA Duke Nukem Forever Game Developer Q&A – Part 2

Duke Nukem Forever Screenshot 03

Recently, the Train2Game blog attended a very special Duke Nukem Forever Q&A session with Gearbox Software’s Randy Pitchford at BAFTA in central London.

During the hour long event, the Gearbox Software CEO discussed many issues of interest forTrain2Game students.

In Part 2 of our report, Pitchford speaks about Duke as a character, Game Design in Duke Nukem Forever and potential concepts of a Duke Nukem backstory that were dropped. Part 1 is available here on the Train2Game blog.

The Gearbox Software really made an effort to explain that Duke Nukem Forever doesn’t take itself too seriously, and when speaking about leads in games to day commented that…er… “most of our heroes have become pussies”

“Duke definitely has the biggest ego in the world. He wrote a book called ‘Why I’m So Great’ – who does that? But in his world, everyone loves him… He’s part of this crazy, fun house hall of mirrors universe where he is the centre of all of that goes on”

Pitchford likened the character of Duke, and the Game Design behind him, to Iron Man.

In many ways, it’s a similar thing to Iron Man’s Tony Stark. How awesome was that character? This guy’s super-rich, crazy-smart guy who can do whatever the hell he wants and he’s loved for it.

“What a wild character, and one of the reasons why I think that worked is the reason why Duke is kind of sticky right now. We are really in a time when most of our heroes have become pussies. Most of our heroes have become emo, and they take themselves so seriously.

“And we’re guilty of that too, I mean look at what we did with Brothers in Arms. With that, we really wanted to treat the subject matter with so much deference and wanted to get so real that we took a tone about sacrifice and real human emotion. These characters have real emotions and real problems.

“Duke doesn’t have any problems. He just kicks ass and so we have this world where heroes now are trying to be so human and so believable, that it’s actually surprisingly fresh to have this guy show up again and doesn’t give a crap. He’s just badass, wins, and that’s fine.

And while Duke Nukem Forever may seem simplistic in its nature – following the exploits of a gun toting hero who kicks ass and chew gum – Randy Pitchford revealed that the team had thought in depth about Game Design, and the possibility of giving Duke a sidekick – a gay robot sidekick.

“We were actually playing around with this backstory once where we came up with the concept of a sidekick, and that sidekick went right under a bus. No sidekick could hang with Duke. He was gay, and was actually an awesome character”

Duke Nukem Forever Screenshot 04

Pitchford enthusiastically discussed how a gay sidekick for Duke wouldn’t be there as stereotypical homosexual character for the amusement of the player. But rather to explore how Duke Nukem would react to such a character.

“It was in thinking of an origin story for Duke when we wondered what characters he’d be interested in teaming up with. What kind of experiences can Duke have which can develop a guy like him?”

“Certainly, sexuality is a part of the Duke personality and yet here we wanted to explore how Duke could relate to a peer that might have a different sexual orientation. That was a really interesting theme to play with.”

Gearbox actually decided on a backstory for the character, and from the way Pitchford was speaking, you could tell they’d put a lot of thought into this particular element of scrapped Game Design…and hinted that it’s entirely possible it could return in future.

“I don’t want to spoil it too much because we might go there and I don’t want to ruin it, but I’ll tell you that the character was actually a robot! A gay robot. And the characters actually developed a great bond and depended and relied upon each other.”

“They were successful in Duke’s early endeavours. But at the end, in order for victory against the aliens, the robot’s inner workings – a nuclear generator – had to be sacrificed.”

Randy cheerfully conclused that he found it ironic these in-depth narrative and Game Design ideas were being discussed in relation to Duke Nukem Forever.

“It’s really weird to be talking about this because, we’re talking about Duke Nukem, and these are some really deep storytelling concepts that we were exploring there. But the exploration was very sincere and very real and maybe we’ll come back to it at some point.”

Part 3 of our report will be posted on the Train2Game blog tomorrow.

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