Deus Ex: Human Revolution writer talks Game Design

Deus Ex Human Revolution Train2Game blog image

Here’s something that’ll be of particular interest to the Train2Game Game Design students; Eurogamer have published an interview with Deus Ex: Human Revolution lead writer Mary de Marle.

Here’s an extract from the wide ranging interview:

Player choice is important in Deus Ex, but from your point of view it must be difficult to accommodate that. How do you achieve it with writing?

From a broad picture of just story, and all the different branchings on that, overall our story from a very high level is linear. You go from A to B to C. But we identify early on moments of choice and consequence where you can make a decision that will change and affect the lives of the people around you and the world around you.

Before we started writing the story we knew what the story, basically, was, but then we worked to say, ‘How do we manifest that story in the game through the level design, and where are those key moments where their lives would be changed? And then, if so, how can they be changed, and where do we see the repercussions of those changes?’

So from that standpoint, it wasn’t just me alone. It was working with a bunch of people to spur those ideas and to get it all down on paper before so we had something we could always refer to that we wouldn’t forget three years later.

But what about the dialogue? How do you write dialogue for all these permutations?

First of all, when you’re writing a dialogue, it’s often moments in the writing process where you’re debating, should the character say this or should he say that? When you’re trying to write a dialogue in a film or a book, you make that choice right away and then you follow that dialogue to its natural conclusion. But in a game like this you actually get to go, well, I don’t know. Let’s try them both. The challenge becomes, how do you link them back in together?

So in one way it gives you a lot of freedom to explore things you normally wouldn’t, which is fun. But the challenge becomes not so much about what the character says, because you take it from the character himself and his personality, but identifying all the possibilities of things the players could do.

For instance, I might have a very solid opinion of who Adam Jensen is, and I will play him non-lethal and nice. And I have a hard time thinking, well, he could be an asshole at this moment. So the challenge comes from breaking that convention to think of those possibilities, rather than actually dealing with the possibilities when they come through.

But luckily I’ve got a lot of different personalities on the team who don’t want to play Jensen as the nice and non-lethal person, and they point them out for me. Sometimes.”

You can see the whole interview on Eurogamer.

It’s certainly interesting stuff and will give the Train2Game Game Designers something to think about. You can also see more information about Dues Ex: Human Revolution both here on the Train2Game blog and on the Thoughts of Train2Game blog.

What are your thoughts on what Mary de Marle has to say? Would you like to write a game with many different dialogue options? And are you looking forward to Deus Ex: Human Revolution?

As usual, you can leave your thoughts here on the Train2Game blog or on the Train2Game forum. Alternatively, you can let us know what you think on Twitter.

[Source: Eurogamer]

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Original Grand Theft Auto “Almost Canned” before being saved by bug!

Train2Game blog GTA logo

Train2Game students will be very aware that Grand Theft Auto is one of the biggest franchises in the video games industry with over 17 million units sold across the world.

It may come as a surprise then to hear that the original game was “almost canned” while in production during the late 1990’s! That’s according to an interview with Gary Penn – who worked for DMA Design – gave in Replay: The History of Video Games – It’s a book that may interest many Train2Game students!

Now an extract from that interview published on Gamasutra reveals Grand Theft Auto came close to being cancelled:

“[The original GTA] was a real mess for years, it never moved on, it never went anywhere,” Penn – now with Scottish Independent developer Denki – told author Tristan Donovan.

“It never really felt like it was going anywhere. It was almost canned. The publisher, BMG Interactive, wanted to can it, as it didn’t seem to be going anywhere.”

“There are probably two key things it fell down on. Two critical things. One of them is stability, which is a really boring one but it crashed all the time. So even if you did get something in the game, you couldn’t really test it.”

“The designers couldn’t test stuff out or try things out, it just kept crashing as simple as that,” he added. “That was a boring one, but that was pivotal — so that was the first step to get that knocked out.”

“Now the other thing that was a problem was the handling — the car handling was appalling,” he explained, a game-breaking issue for a game based mainly around driving. “…The core of playing was fundamentally broken”

Penn also reveals how what was originally a bug, ended up essentially saving Grand Theft Auto:

“One day, I think it was a bug, the police suddenly became mental and aggressive. It was because they were trying to drive through you.”

“Their route finding was screwed I think and that was an awesome moment because suddenly the real drama where, ‘Oh my God, the police are psycho — they’re trying to ram me off the road.”

“That was awesome, so that stayed in.”

It’s interesting to hear that it was a big which took Grand Theft Auto from almost being cancelled, to a finished product which has spawned multiple sequels and is one of the most well know video games franchises in the world.

However, there doesn’t seem to be a Grand Theft Auto V on the horizon quite yet, with one analyst even predicting we won’t see it until 2012.

Of course Train2Game students will know that not many bugs change games in a positive way! But now you can learn how to spot bugs – and many other skills – with the newly launched Train2Game QA course.

So Train2Game, what are your thoughts on these revelations about Grand Theft Auto? Are you surprised to hear the first in a very successful game franchise was almost never released? Does this encourage to stick with developing games that have problems?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum. Alternatively, you can also tell us what you think via Twitter.

[Source: Gamasutra]

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Enslaved could become franchise suggests Namco

Last years Enslaved: Odyssey to the West was a game that we at the Train2Game blog followed rather closely, but when it was released it was met with rather disappointing sales despite a lot of marketing.

However, speaking to MCV Online, Namco Bandai has revealed that the poor sales haven’t killed off the franchise.

“It didn’t perform as well as we hoped it would, but we’re very proud of how it was received by both the media and the gamers who have experienced it,” said Namco Bandai Marketing Director Lee Kirton.

“I can’t discuss where we are in terms of a sequel, but we’re looking at reviews and feedback from the press and because of the gameplay and quality that Enslaved delivered, we see it as a great catalogue title going forward.”

Namco Bandai also told MCV that they want to become a top five publisher.

“That’s the ultimate goal. We can’t go into too much detail about new titles and new business but we are working to a three-to-five year plan. We’re working closely with developers, discussing exciting new projects.”

Train2Game was at the Eurogamer expo last year and I personally was lucky enough to get a lot of hands on time with Enslaved: Odyssey to the West and you can read all about here.

There’s also a report of the Enslaved Developer Session with Ninja Theory’s Tameem Antoniades a highly interesting read too. It contains information that will be of interest to Game Designers, Game Developers and Game Artists!

You can also check out the thoughts of Train2Game Blog for more information.

So Train2Game, did you play Enslaved: Odyssey to the West? If so, do you think it needs a sequel? Were you planning on buying it before other bigger titles got in the way? Do you think you’ll look into it soon?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum. You can also let us know what you think on Twitter.

[Source: MCV Online]

Train2Game, in association with DR Studios and the University of Bedfordshire, will be holding a Game Jam at the end of March. For more information, see this Train2Game blog post or the Train2Game Game Jam Facebook page. Alternatively, keep an eye on the Train2Game Game Jam Twitter account.

Train2Game student favourite Minecraft passes 1 million sales

Train2Game blog Minecraft Image

Indie success and Train2Game forum user favourite Minecraft has now passed the one million sales mark.

The creator Marcus ‘Notch’ Perrson announced the news on his blog with a small update that simply read “Minecraft just passed one million sales.” And given that Minecraft costs over $10 to purhcase, Notch is now a very rich man….all thanks to a game that has only recently entered its beta stage!

The success of Minecraft is sure to be something many Train2Game students with aspirations of their own will admire. Especially those involved on the unofficial Train2Game Minecraft server! The Train2Game forum thread about the runaway indie success now stretches to over 16 pages.

It’s not just Train2Game students who are impressed by Minecraft, with many publications including Eurogamer and PC Gamer declaring it one of the games of the year

Notch still has plenty of plans for Minecraft, and recently wrote on his blog that it should get a full release by the end of this year:

“We’ve written down major goals that we want to do for Minecraft release, and it looks like the release will happen sometime late this year. Hopefully we’ll be able to set a date soon.”

He also added that he plans to make Minecraft even more fun:

“Because I want to avoid us just focusing on reaching release, I suggested that we should dedicate 50% of the development time in Minecraft towards adding fun new stuff. Basically, any developer working on the game (two people at the moment) can just come up with something they’d want to add on a day-to-day basis, as long as the rest of the team thinks it’s a decent idea. If it ends up being fun, it gets added.”

It’s amazing to think that such a huge game is being developed by such a small team, but it’s something that Train2Game students will no doubt be encouraged by. You can read a lot more about Minecraft on the Thoughts of Train2Game blog.

So Train2Game, what are your thoughts on the success of Minecraft? Is it worth all the hype? And what do you want to see Notch add to the game?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum.

How is Train2Game student Adam Gulliver finding his work placement at DR Studios?

The top Train2Game students now get the opportunity to join established games studios on work placements as part of their Train2Game courses. The Train2Game blog caught up with Train2Game Games Design student Adam Gulliver to chat what about his work placement at DR Studios.

Train2Game: Hi Adam, what Train2Game course are you on and how are you finding it?

Adam Gulliver: I’m on the Train2Game Games Designer course and I’m finding it really useful, really good and I’m learning a lot of new skills.  But as it’s great to be gaining some experience of working in a games studio at the moment.

Train2Game: Why did you decide to take the Train2Game Games Designer course?

Adam Gulliver: Well, I really like playing games basically! So when I first saw the Train2Game course on a jobs website I rang the company and an advisor game to talk to me about it. It sounded really good so I decided to go for it.

Train2Game: What do you want to learn and achieve during your Train2Game work placement at DR Studios?

Adam Gulliver: I hoping to learn what it’s like working in a proper studio, so hopefully this experience will help me add to my portfolio and then get a permanent job in the games industry.

Train2Game: Is there anything in particular you’re working on during your work placement at DR Studios right now?

Adam Gulliver: It’s mainly some pitch documents with concepts, a lot of documentation basically!

Train2Game: Do you think your Train2Game work placement at DR Studios will provide you with helpful experience when it comes to finding a job in the games industry?

Adam Gulliver: Yes! You can’t really learn everything while working at home so you need to try to get some experience in a games studio environment and with people experienced when it comes to working in the games industry like at DR Studios.

Train2Game: You have your own thread on the Train2Game forum! How are you finding that, is it strange?

Adam Gulliver: Yeah it’s a bit weird having my own thread and people talking about me and people talking about. But I’m looking forward to telling them how enjoyable this placement is!

Train2Game: Thanks Adam.

Team Fortress 2 to make adding user created content simpler

Team Fortress 2 Australian Christmas Train2Game Blog Image

It’s often evident on the Train2Game forum that Train2Game students are keenly looking for opportunities to get their work and ideas out into the open. Train2Game students may therefore be keen to know that the latest update on the Team Fortress 2 blog reveals that Valve are planning to make it easier for players to contribute their own items to the game.

Players will also be able to test their new items, be they weapons, hats or anything else, before submitting them for contribution. Interested Train2Game students can find full details on the on the Team Fortress 2 blog.

The contribution page really does provide Games Designers with the opportunity to see their work not only put in a game, but a very successful one at that with Team Fortress 2 having thousands of players online at any one time.

Readers of the Train2Game blog may remember this post about the Polycount contest which gave budding game designers to end up with the items they designed added into Team Fortress 2. The winners did indeed have their original items added to the game in the Mann-Conomy Update at the end of September last year.

Not only did the Polycount modders see their work enjoyed by thousands of Team Fortress 2 players, but the nature of the Mann-Conomy Update meant that players could buy the items if wanted to spend money on them. 25% of the income made from the user generated Polycount items went straight back to the people that designed them with each of them making a small fortune in just the first two weeks they were on sale.

Shaylyn Hamm, Shawn Spetch, Steven Skidmore, Spencer Kern and Rob Laro made between $39,000 and $47,000 each in just those two weeks. Who knows how much they’ve made from their user generated content now!

Speaking back in October about his new lucrative line of work, Kern said:

“It’s astounding that so many people want to purchase the items that came out of the community. The response exceeded my wildest expectations. There really is no doubt at this point that there’s a huge demand for community-created content in TF2 and, hopefully, more games will start to tap into this demand.”

The demand for community-created content in Team Fortress 2 didn’t stop there with further community items being added to the game in the Australian Christmas update. This update included many of the hats and weapons made by Team Fortress 2 community modder Mister Royzo. Given the amounts of the new items I’ve seen during games of Team Fortress 2, it looks like there’s been a high demand for them in the Mann-Co Store and that Mister Royzo will be following the footsteps of the Polycount modders and making himself a nice little sum of money!

Train2Game students may find themselves looking on with envy now, but in theory anyone could submit an item to Valve and see it added to Team Fortress 2. So if you think you’ve got the skills, why not try and design something yourself? It would make good practice for Train2Game Art & Animation students at the very least!

It goes to show that PC gaming could be a great asset to Train2Game students, thanks to the likes of Team Fortress 2 community updates and the vast opportunities to mod a wide variety of games. Why not have a go?

So Train2Game, what are your thoughts on Valve being so keen to involve community developers with Team Fortress 2??  Will you try modding? Or have you produced your own user created items for games before?

As usual, leave your thoughts here on the Train2Game blog, or on the Train2Game forum.

LittleBigPlanet 2 review scores are in, Train2Game students take note!

LittleBigPlanet 2

Reviews for LittleBigPlanet 2 – the game that all Train2Game students should be interested in – have started to appear online and the good news for is that it’s apparently fantastic.

Plenty of 9 and 10 scores indicate that LittleBigPlanet 2 is a must have, and of course this is even more the case for Train2Game students looking for future careers in the industry. Why? Well, because developers Media Molecule have previously revealed that they’ve hired people who’ve made excellent levels using the original games community creation tools.

With LittleBigPlanet 2 offering even more in the community creation department, the fact that it has seemingly been implemented in an even better and more diverse way than the first game really will get Train2Game students creative juices flowing. In fact, in Eurogamers’ 9/10 review, they say the new features in LittleBigPlanet 2 are invaluable to aspiring Games Designers:

“The key here is flexibility. The boundaries of game creation have been significantly widened in the sequel, so that creating a side-scrolling shoot-’em-up or a top-down twin-stick shooter, or even building a makeshift musical instrument is less a case of working around the toolset than working with it. For budding game designers, the overhaul is invaluable.”

Meanwhile, CVG give LittleBigPlanet 2 a massive 9.4 and say the simpler tools offer loads of opportunity for creation:

“LBP1 virtuosos will find plenty here to justify a purchase, if they can tear themselves away from the now-established classic they’ve invested such time in.

But for those who harboured a wealth of affection – if not expertise – for Media Molecule’s first game, LittleBigPlanet 2 truly offers a whole new world of opportunity.”

Other big scores in reviews for LittleBigPlanet 2 come from NowGamer and IGN which give the game a perfect 10 and a 9 respectively. The reviews really do suggest that LittleBigPlanet 2 is a must own game for Train2Game students.

The sky really seems to be the limit when it comes to creating not only whole new levels, but whole new games using the LittleBigPlanet 2 creation tools, as can be seen in a number of past posts on the Train2Game blog.

We’ve seen classic first person shooter Wolvenstein 3D recreated using LittleBigPlanet 2, and also a different type of shooter in Sackfighter Dogfight.  The advanced nature of the creation tools available to any Train2Game student who invests in LittleBigPlanet 2 are also evident in a recreation of Portal and a remake of indie game Flower.

Train2Game students can start making their own creations in LittleBigPlanet 2 when it’s released  for the PlayStation 3 on January 21st.

So Train2Game, what do you think about the LittleBigPlanet 2 review scores? Are they higher or lower than expected? Will you be making levels using the creation tools?

You can leave your thoughts here on the Train2Game blog or on the Train2Game forum.

Minecraft entering Beta December 20th

Minecraft

Indie game sensation Minecraft – well loved on the Train2Game forum – is entering its Beta testing phase.  The news was announced by Minecraft creator Marcus ‘Notch’ Persson on his blog.

The biggest news, that is if you haven’t yet bought the Alpha version, is that the price will be rising from €9.95 to €14.95. The Beta version of Minecraft will also change the license to remove the line that all future versions of the game will be free. So if any Train2Game students want to invest in Minecraft before it moves out of the Alpha stage – and therefore get it for the cheapest price – you have until December 20th to purchase it from Minecraft.net.

The Minecraft Beta will also come with “a larger focus on polish and content” and Notch says he’d like input from modders on this – it could be a great experience of Train2Game students! The Beta will also see the introduction of a story mode.

Train2Game students can read the full post from Notch below:

“With Beta comes a larger focus on polish and content, and we’ll start early on with adding proper modding support with a stable API, and we’d love all input we can get on this from the modders out there. We’ll also add some kind of non-intrusive narrative to the game to help drive the game experience early on, and to provide some kind of late game goal. There will be a bigger focus on testing and stability as well, with more time between updates.

When the game enters beta, the price will rise to 14.95 Euro.

We will also change the license to remove the line that promises all future versions of the game for free. Please note that this change only affects people who buy the game after December 20, so if you got the game for during alpha, you will still get all future updates for free, despite this change. A promise is a promise.

Buying the game during beta will include all updates up until release, of course, and bug patches will be free.

Soon, you will be able to buy gift codes for Minecraft, perfectly timed for the holidays! Even better, if you buy those before December 20, accounts created from these codes will count as alpha accounts, and will receive all future updates for free”.

Minecraft is a brilliant example of an indie developer producing a hit game that provides huge amounts of inspiration on students on the Games Design, Games Developer and Games Artist & Animation courses.  The game has been purchased digitally over 750,000 times and brought in over $10 million.

You can see a more in depth look into the history of Minecraft and the games development in this post on the Thoughts of Train2Game blog. You can also get involved with the ongoing discussion about Minecraft on the Train2Game forum where many Train2Game students have been sharing their experiences of the sandbox game.

So Train2Game, if you’re yet to purchase Minecraft, are you tempted to do so before the game enters Beta on December 20th? What are your thoughts on the price increase? And if you’re already playing Minecraft, what are you looking forward to in the Beta?

You can leave your thoughts about Minecraft entering Beta stage here on the Train2Game blog, or on the Train2Game forum.

Sony reveal gun attachment for PlayStation Move

PlayStation sharp shooter

Many Train2Game students have already welcome motion controllers into their homes with open arms, but a new attachment from Sony could help swing some of those who remain unconvinced.

The Sharp Shooter will allow Train2Game students to use their PlayStation Move controllers in the fashion of a real gun when playing shooters. The new device will be compatible with the upcoming Killzone 3, along with other games including Time Crisis: Razing Storm, Socom 4 and Dead Space Extraction.

The official blurb about the PlayStation Move Sharp Shooter on the PlayStation Blog says:

“The PlayStation Move sharp shooter houses both the motion controller and navigation controller, giving you complete control over aiming, movement and interaction within the game. It will truly offer the most intuitive and immersive control experience ever found in a shooter game.

It was designed for both comfort and precision, including easily accessible buttons, a responsive digital trigger, adjustable shoulder stock and convenient access to the navigation controller.

In addition, the sharp shooter has incorporated a firing mode selector, realistic pump-action and a reload button that allow for new ways of engagement.”

Train2Game students can see a video of the PlayStation Move Sharp Shooter,  thanks to the European PlayStation blog below

The Sharp Shooter doesn’t have a yet fixed release date, but it’ll be available in time for Killzone 3 in February 2011. The US price is $39.99, with no signs of a UK price as of yet.

So Train2Game, what are your thoughts on the Sharp Shooter? Is it something you’d like to use to play first person shooters? Do you think it’ll work? Would it encourage you to get a PlayStation Move controller if you don’t already have one?

As usual, you can leave your thoughts here on the Train2Game blog, or on the Train2Game forum.

LittleBigPlanet 2 Wolfenstein 3D level shows more creative potential for Train2Game designers

LittleBigPlanet 2 Train2Game

Yet more evidence has emerged that shows how LittleBigPlanet 2 has the potential to be one massive game development playground for Train2Game students.

Video footage from the LittleBigPlanet 2 beta has emerged that shows how one user, RAPHAEI, has recreated a level from Wolfenstein 3D.  This newly designed level – suitably called Sackenstein 3D – isn’t just a 2D LittleBigPlanet level with some art taken from Wolfenstein 3D, it’s a fully working first person shooter in its own right!

And this recreation Wolfenstein 3D isn’t an on the rails affair like the Vietnam First Person Shooter that was shown on the Train2Game blog earlier in the year, this time, you can actually move your character around.

Train2Game students can see Sackenstein 3D in action by watching the video below.


This is just the latest in a long line of videos that show how LittleBigPlanet 2 could provide an excellent tool set for Train2Game students to use and practice their Game Design skills. Train2Game students will be able to use the creation tools in LittleBigPlanet 2 to not only build their own levels, but build there own games with the video above being a prominent example of the latter.

Other examples of user made levels that Train2Game students may take an interest in looking at include a recreation of Portal and classic game Dogfight, both remade using LittleBigPlanet 2. RAPHAEI has also been responsible for creating a version of PSN Indie game Flower with the design tools in Media Molecules beta, which Train2Game students should also look at as an example they could follow.

Creating levels using LittleBigPlanet 2 really is something Train2Game Games Designers should give thought to, because as the Train2Game Blog has previously mentioned, developers Media Molecule have hired budding game designers based on the levels they’ve created for LittleBigPlanet.

Train2Game students may also find that this Train2Game blog post about the development of Sackboy provides interesting reading.

LittleBigPlanet 2 is set for release for the PlayStation 3 on January 18th. Media Molecule recently revealed a checklist of things that still need to be done before then, which Train2Game students can see it here.

So Train2Game, what are your thoughts on the latest LittleBigPlanet 2 beta video? Could you see yourself using the skills you’ve developed to build an exciting and interesting custom level? Will you be purchasing LittleBigPlanet on day one?

You can leave your thoughts here on the Train2Game blog, or on the Train2Game forum.