Rockstar on L.A. Noire: the structure of the game is revolutionary for this industry

LA Noire Train2Game blog image

L.A. Noire is one of the most anticipated games of the year and one that the Train2Game blog has been paying close attention to.  It’ll have some of the most sophisticated Art & Animation seen in a game, as you can see for yourself on the Train2Game blog.

With only a week to go until release now, L.A. Noire is getting a lot of publicity, and recently game director Brendan McNamara and VP of development Jeronimo Barrera gave a fascinating interview to The Guardian about the game. It’s an interesting read for Train2Game students.

MacNamara told the newspaper that Game Designers are now realising that games can be about human drama

“There’s no reason why you can’t have the same sorts of relationships – whether they’re about fear, hate or love – with a game character that you can with a film character. That’s one of the freedoms that technology gives you” he said.

Barrea agrees and says L.A. Noire goes someway to crossing the line between video games and television

Even though the structure of the game is revolutionary for this industry, it’s based on the tried and true formula of cop shows that have been around for years on television,” he said

“There’s an element people will be familiar with, whether you’re a hardcore gamer or not: you show up at a crime scene, you find evidence and then you go talk to suspects.”

As reported by the Train2Game blog, Macnamara has previously said in future realism will be hard to differentiate between video games, films and television.

The Rockstar pair believes that an emerging interesting in human drama in video games will change game development.

When you’re making games this big and so frigging complicated you have to have a good director and good writers, you have to have designers who are willing to take chances on creating new gameplay mechanics.” said Barrera

“Something has to change, that’s the only way of raising the bar. We’re taking lessons from Red Dead, which took lessons from GTA, we’re obviously evolving how these games are made.”

Barrera added that when it comes to Game Design, L.A. Noire is taking as big a step forward as Grand Theft Auto III.

We’re taking the same risks with LA Noire as we did when we published GTA 3” he said “At that time, I remember trying to explain to people that there aren’t really any levels, you can go where you want, you activate missions when you want. It was going over people’s heads. They thought it was absurd”

“Well, this game is a bit more cerebral, you have to talk to people, you have to figure out if they’re telling you the truth, but it’s taking that same sort of step that GTA took. We’re going from having a cinematic experience that you can control to a human experience that you can control.”

For more information on the Game Design elements behind L.A. Noire, see the Train2Game blog.

L.A. Noire is released for Xbox 360 and PlayStation 3 on 20th May, and as reported by the Train2Game blog, the Art & Animation is so sophisticated that the Xbox 360 version needs three discs.

So Train2Game, is it a positive thing that some games are becoming more like dramas? How do you think this changes Game Design? And would you like to work on this type of game in future?

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

[Source: The Guardian

Free-to-play games ‘the future’ of PC gaming. Do you agree Train2Game?

Age of Empires OnlineThe Train2Game blog has previously hailed the PC as the ideal platform for Train2Game students, but the future of the system is in free to play games. That’s according to Gas Powered Games, the game development studio behind the Dungeon Siege and Supreme Commander series.

“When I have this experience, where I can get a ‘freemium’ game that’s incredible, huge with arguably hundreds of hours of free gameplay, why would I go to the store and spend $50 in the old model?”  Gas Powered Games boss Chris Taylor told Eurogamer.

“I’m so done with that. It’s fair to say I’m done dropping that kind of money. I want this in everything. Take any favourite game of mine”

“To me it’s the future. Absolutely it’s the future. If I had to make any prognostications about the gaming industry, that’s the easiest one I will have made in 10 years. This model is coming. It’s here to stay. It’s good on every level.”

Gas Powered Games are currently developing Age of Empire Online, which will be released both digitally and at retail later this year. Players will be able buy extra content in the form of civilizations, boosters and empire extras with the former including premium content.

Of course, Train2Game students may recognise the title as a change in direction for the classic Age of Empires series.

“This is what RTS gaming has become: Age of Empires Online,” said Taylor “It is online, it has community, friends, but that is the beginning. It means when the game goes out, you don’t get a hump and you go down. When the game comes out it goes up infinitely.

“It means every month or so you see cool new things, rather than six months, a year, or maybe never. It’s a continuous rhythm.” He added

Earlier this week, the Train2Game blog reported that Valve also see the benefits of a continuous development cycle, with Team Fortress 2 having received over 200 updates since its release in 2007.

“We have turned a very important corner for the way we think about and develop software and the value proposition we give our customers. It’s way up from where we were before.” Taylor concluded.

In March, the Train2Game blog examined how developing free-to-play game featuring microtransactions could potentially bring success to a Train2Game student.

So Train2Game, do you think free-to-play games are the future of PC gaming? Or are Taylor’s claims complete rubbish? What do you think the future of PC gaming is?

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

[Source: Eurogamer

Interesting for Train2Game students: Epic on how the Samaritan tech demo was made

Regular Train2Game blog readers may remember Epic’s extremely impressive Unreal Engine 3 tech demo from earlier this year.

Now Epic Founder and CEO Tim Sweeney has spoken about ‘The Samaritan’ and the work behind it may be of interest to Train2Game students.

“Samaritan is the result of three months’ work by a small team of artists and programmers within Epic, as well as NVIDIA engineers who contributed to the advanced DirectX 11 and physics features we demonstrated.” Sweeney told Games TM.

“This was a pioneering effort, simultaneously figuring out what our development pipeline should be, creating content within that pipeline, and optimizing the visual quality and performance of the end product. We aimed very high, seeking a true movie quality of character lighting (via subsurface scattering and advanced shadowing techniques), reflections, filmic camera effects, cloth, and particle effects.”

“Enabling these features to run with full quality in real time on DirectX 11 hardware required substantial original research by the development team, as well as major code and content optimization efforts.”

The impressive tech shown in the demo is certainly something Train2Game students would love an opportunity to work with in future.

And as previously reported by the Train2Game blog, while Art & Animation is one way of creating realistic characters, Sweeny believes Game Designers need to more to create a truly realistic experience.

“[They] have much further to go in delivering truly dramatic interpersonal experiences,” he said. “Alyx in Half-Life 2 offered a glimpse into this possibility; I think increasingly lifelike characters are key to further progress.”

While the Samaritan tech demo offers a glimpse at the future of triple-A titles, the Epic CEO he also told Games TM what he thinks is to come from indie and social games.

“The game industry has stratified amazingly well in recent years, enabling great games to be developed across two orders of magnitude of budgets. Fifteen-person teams are shipping great Xbox Live Arcade titles, and two-person teams are doing great things on iOS and Android. Web games and social games are doing well with modest budgets. We at Epic expect this trend to continue.”

So Train2Game, what are your thoughts on the work behind the Samaritan? Can you see yourself working on that sort of tech in future?

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

[Source: Games TM]

Modern Warfare 3 reportedly influenced by Battlefield Game Design features

Call of Duty: Black Ops Train2Game blog image

Call of Duty is popular among the Train2Game community, so many are keen to hear about any news about the franchise.

If you’re one of those Train2Game students then you’re in luck, because according to Kotaku ‘sources’ suggest the as of yet unannounced Modern Warfare 3 will feature some key Game Design changes. These reportedly include bigger maps, destructible environments and a bigger story which follows on from that of Modern Warfare 3.

“We’re told that Modern Warfare 3will take place on a much larger, epic scale” say Kotaku “It appears the game will explore the lead up to a blossoming set of engagements that could pull in other countries, creating a potential World War III scenario. The game will also feature large, urban destructible environments.”

It’d appear that Call of Duty: Modern Warfare 3 may be looking to use similar Game Design features to another popular game series among Train2Game students; the Battlefield franchise made a name for itself with large scale, destructible environments.

EA has already targeted beating Activision’s Call of Duty with the upcoming Battlefield 3.  As reported by the Train2Game blog, EA believe their title will be game of year and ‘superior’ to what’s likely to be Call of Duty: Modern Warfare 3.

Kotaku’s source also suggests established characters Captain John Price and Captain John ‘Soap’ McTavish will return in Call of Duty: Modern Warfare 3.

Earlier this year, the Train2Game blog reported that Call of Duty: Modern Warfare 3 is being developed by three separate studios. A formal reveal of the title is expected at E3 next month.

So Train2Game, what are your thoughts on the reports?  Would you welcome Modern Warfare 3 moving in the direction of Battlefield 3? Is it a sign Activision are intimidated by EA? And what would you like to see in the next Call of Duty title?

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

[Source: Kotaku

Valve finished with episodic gaming

Valve logo

Any Train2Game students still expecting there to be a Half Life 2: Episode 3 may about to be disappointed, as Valve CEO Gabe Newell has said the developer is done with its episodic gaming experiment.

“We went through the episodes phase, and now we’re going towards shorter and even shorter cycles,” Newll told games industry magazine Develop. “For me, ‘entertainment as a service’ is a clear distillation of the episodic content model.”

The Valve CEO cited Team Fortress 2 as a successful example of a new model for game development. The multiplayer shooter released in 2007 has received over 200 free updates, some of which have introduced new items developed by fans. (Train2Game students take note!)

“If you look at Team Fortress 2, that’s what we now think is the best model for what we’ve been doing,” Newell said.

“Our updates and release model on [Team Fortress 2] keeps on getting shorter and shorter

Newell suggests that the development cycle for Portal 2 could evolve into a similar sustem.

“Portal 2? We’ll have to see how much our customers want us to push in that direction,” said the Valve CEO.  “In general, our approach is to come into work and ask ‘what can we do for our customers today’?”

As reported by the Train2Game blog, Valve has hailed Portal 2 as its best single player game.

Train2Game blog readers can find out much, much more about Valve and their approach to game development in an extensive feature on Develop Online.

So Train2Game, what are your thoughts on Valve giving up on episodic games? Does episodic content have a future? Or is a constantly rolling method of game development a la Team Fortress 2 the way forward?

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

[Source: Develop Online]

A must read for Train2Game students: a Game Developer on why game jams are so useful

Train2Game Game Jam

Participating in game jams – such as the one held by Train2Game in March – are a good way to make Game Developers happier.  That’s according to a Gamasutra blog post by Game Developer Andrew Grapsas.

In an in-depth post many aspects of game jamming are covered, with the particular section repeated below detailing why they’re a good idea for Game Developers, no matter where they are working.

“Breaking from the normal routine of development, the high risk environment of professional game creation, provides a “low cost” “low barrier to entry” means of following Dan Pink’s cycle of Challenge –> Mastery –> Recognition.

When a theme is released for the competition, the challenges are several. First, one must adhere a Game Design to the unique and often odd theme.”

Grapsas emphasises how Game Jam’s really allow Game Developers creative duties to flow.

“Jams offer little time for “how will we monetize this?” “will users understand this?” etc. and allow, instead, a creative flow. There are few, if any, meetings to break up the thought process. Additionally, the tight time-frame precludes over-design of the game, technology, and art and, typically, leaves the “must haves” instead of chrome.”

“These stripped-down games are understood to have time constraints in development. Art quality, code re-usability, etc. (all good things for a production product) are allowed to lax.”

Grapsas adds that one simple reason game jams provide a benefit to the Game Developer is that come the end of the Jam, they have a finished project to show for it.

“When a developer finishes the game, there is a sense of mastery. The developer has mastered the technology, design, art, etc. of the creative process. They have given birth to something “new” that wasn’t there before, overcome obstacles, and generated an end result that is visible, tangible, and playable.”

“This may happen every 2-4 years for traditional triple-A developers. For developers in casual/social, game development as a service has a way of tarnishing the game’s shipping. Having a game jam and a “micro game shipped” provides the same stimulation that shipping a larger product has without the time delay, and without the need to continually support it. It’s quick, clean, and not costly.”

“Then there are the awards. That same visibility allows others to comment, to see the creation, to experience it for themselves and speak to the creator. This is a very fulfilling act that, in and of itself, recharges the batteries.”

“It’s also just damn fun.” He adds, and many Train2Game students who attended the Train2Game Game Jam probably agree! The entire post by Grapsas is available on Gamasutra.

You can see for yourself what those who attended the Game Jam thought by watching the official documentary of the event on the Train2Game Youtube page. Every game from the event is also available to download from the Train2Game Game Jam website.

For more about the benefits of taking part in a game jam, see the Train2Game blog interview with Mediatonic Director of Games Paul Croft. In It he discusses how game jams are used by the company to come up with ideas for new games for the company to build.

So Train2Game, what are your thoughts on the use of Game Jams? Do you believe participating in them is a benefit, not matter how experienced the developer? And for those of you to attended the Train2Game Game Jam, are they as fun as Grapsas claims?

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

[Source: Gamasutra

L.A. Noire animation tech so advanced it needs 3 Xbox 360 discs

LA Noire screenshot 187 Train2Game blog image

The extremely impressive Art & Animation techniques of L.A. Noire have certainly caused excitement on the Train2Game forum.

Now Rockstar has revealed that the game is so advanced, that the Xbox 360 version needs three discs to store all of the information. Meanwhile, L.A. Noire on the PlayStation 3 requires the usual one blu-ray disc.

However, Rockstar don’t believe that is will be an issue for 360 gamers.

“To tell the story and make the game we wanted to make, we knew that it was going to take an entire single layer Blu-ray disc and three Xbox discs,”  Rockstar’s Jeronimo Barrera told Kotaku.

“Since the game is built around the concept of progressing through individual cases from desk to desk, players on Xbox will find disc-swapping is hassle-free.

“In fact, players will only need to swap discs twice at natural breaks between cases without interrupting the flow of the game.”

Anyone who needs reminding about the highly impressive facial Art & Animation in L.A. Noire can see it for themselves here on the Train2Game blog. And as also reported by the Train2Game blog, Game Developers Team Bondi claim the technology used to build L.A. Noire will soon make it difficult to differentiate between video games, films and television.

Rockstar’s Barrera also told Kotaku how L.A. Noire could have been even bigger, but some of it has been set aside for DLC.

“Throughout development, we created lots of great cases, the bulk of which were central to the main story of Cole Phelps and his rise through the ranks of the LAPD, alongside other cases that felt more like strong stand-alone episodes,” he said.

“This gave us a powerful main story, and left us with quality extra content that we wanted to put out as DLC, that would slot seamlessly into the existing game.”

L.A. Noire is set for release 20th May on Xbox 360 and PlayStation 3.

So Train2Game, is the L.A. Noire for Xbox 360 coming on three discs an issue for you? Or is it a testament to just how impressive the game will be? And do you think it’s a good move for Game Developers to announce DLC before a game is even released?

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

[Source: Kotaku]

Writing Uncharted 3 a ‘collaborative effort’

Uncharted 3: Drakes’ Deception – one of the Train2Game blogs most anticipated games of the year – features a ‘collaborative effort’ when it comes the storytelling element of the Game Design.

That’s what Naughty Dog’s creative director Amy Hennig told Edge Magazine when asked how the team go about achieving the levels of polish in Uncharted games.

“I think there are a few factors that allow us to do a good job. One is that Sony gives us the time and the money to do it, and takes it seriously. And Naughty Dog takes stories seriously, too, rather than leaving them as afterthought,” she said.

“So that means we spend a lot of time talking about story, narrative and how we integrate that with the gameplay. And then the other blessing that we can’t forget is that the time we spend with the actors: It’s huge. This is a collaborative process that involves revision and improvement.

Hennig also talks about the amount of work the actors put into getting into their characters.

“Going through those drafts, having rehearsal time and table reads with the actors, letting them improvise – and get to know their characters over a long period of time, it all contributes to raising the bar.”

Earlier this year, the Train2Game blog reported on how Naughty Dog are using the latest techniques to produce Uncharted 3, with motion capture a huge part of the Game Development process.

Uncharted 3 is set for release exclusively on the PlayStation 3 this November.

So Train2Game, what are your thoughts on the amount of effort that goes into writing Uncharted 3? Do you think the ‘collaborative effort’ with actors will become more prominent in the games industry? And are you looking forward to Uncharted 3?

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

[Source: Edge

FIFA 12 features ‘biggest’ game design changes of current-gen series

FIFA 12 official screenshot

Regular readers of the Train2Game blog will be aware that FIFA 11 has been a permanent fixture in the charts – coming in at No.7 in this week’s table – since it’s record breaking release in October last year.

Despite the games immense success in its current form, the team at EA aren’t lying back and hoping to repeat their success by using the same formula. On the contrary, Lead Gameplay Designer Aaron McHardy says the EA Game Development team have started from scratch.

“It’s the biggest change we’ve made since we rebuilt the engine for next-gen consoles” he told Official Xbox Magazine. “I mean we rebuilt the engine from scratch, so that’s as big as it can get, but since then with FIFA 12 we’ve ripped out a big chunk of the game and it’s a massive change.

“It solves a lot of problems for us this year, it gives us better accuracy, better momentum more realistic outcomes, solving a lot of situations that we just tried not to get into before.”

McHardy then went onto explain how FIFA 12’s new Impact Engine will change large aspects of the game.

“Now we’re opening up the game so you can get into these situations and see new cool and interesting things, but also it lays foundation for places for us to go in the future.” he said “When you think about the resilience of the player and the ability for someone to take a hit and continue dribbling, we didn’t have that ability before in our game because you were either dribbling or you were stumbling.

“Now we have that grey area and it’s something we can play with down the line, just to give you some vision of where we see these kind of things going in future.” He concluded.

So Train2Game, what do you think of EA’s decision to start FIFA 12 from scratch? Do you think the bold move will pay off? And if you could completely rebuild one game series, which would it be and why?

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

[Source: CVG]

EA claim Battlefield 3 ‘superior’ to Call of Duty and reaffirm commitment to digital

EA has once again turned up the heat in their battle with Activision, claiming that Battlefield 3 will be superior to the next Call of Duty.

Last month, the Train2Game blog reported that Battlefield 3 has a huge marketing cost, with the ambition of it ‘taking Call of Duty down’

While speaking to investors EA CEO John Riccitiello said he believed Battlefield was superior to Call of Duty in every way, even when it came to Game Development and Game Design.

We know we have a big competitor,” he said. “But head-to-head with Call of Duty in Q3, we have the superior game engine, a superior development studio, and a flat out superior game. Our goal is to significantly gain share in the huge FPS category and to put the other team on defence.”

It could be an uphill struggle, with Call of Duty being UK’s biggest selling entertainment product of 2010, but Riccitiello suggested that Battlefield 3 is heading in the right direction, with pre-orders up 700% up “versus the same period before the launch of Battlefield: Bad Company 2.”

“A lot of people are telling us they want to play this game on day one,” he said. Are there many Train2Game students out there who want to play Battlefield 3 on release day?

Earlier this year, the Train2Game reported that Riccitiello believed digital downloads would overtake traditional retail this year. He reaffirmed EA’s commitment to digital while speaking to investors.

“Over the coming years, we will transform EA from a packaged goods company to a fully integrated digital entertainment company.” he said. “We transform EA to a games-as-a-service model by focusing on three new strategies.”

“We are the only company with world-class teams working cross-platform on social, mobile and console development. We are integrating these teams and augmenting them with product monetisation and marketing.” He added.

So Train2Game, is Battlefield 3 going to be a Call of Duty beater? Do you believe EA are going to be promoting it the right way? Is it a day one purchase for you? And what are your thoughts on EA’s commitment to digital?

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

[Source: Eurogamer & Industry Gamers