Showing posts with label game dev. Show all posts
Showing posts with label game dev. Show all posts

Friday, June 3, 2016

News & Views
5/28/16-6/3/16

This week went by in an instant. I had a great time relaxing with my fiancée, got some nice experiments done in lab, and of course I played the hell out of Overwatch. It has been years since I got this sucked into a multiplayer shooter.

News & Views collects the week’s best video game writing. Check out the links below for stories about how Rocket League strategies have made it clear that the game is more than just soccer with cars, how Final Fantasy IX handles the inevitability of death, and why crafting that perfect ending to your game might not be worth it.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Gino Grieco, Giant Bomb

Worth Reading
Bhernardo Viana, Kill Screen

Jake Parmley, Gamasutra

Nico Deyo, Paste

John Macone, Eventhubs

Greg Kasavin, PC Gamer

With Comments
Angus Morrison, PC Gamer
Blizzard came out early and aggressively against Overwatch cheaters. In fact, they promised to permanently ban a player after their first offense. Little did we know how serious Blizzard was. I’ve copied an anecdote from the article that summarizes it perfectly: You cheat, you lose. Period.

"Got banned one day after the official release," one enemy of fair play recounts. "Thought I got detected for using RPM tools, because the game was crashing for it at that time.
"Bought the game again... didn't hack on it at all, just wanted to enjoy the game a bit. Two days later—banned again.
"Bought the game... again. But before doing that, I deleted Overwatch and launcher completely. Enjoyed it again without cheating only for a day."
            On his fourth attempt, he purged his PC, changing hard drive IDs, MAC address, BiosDate and buying a VPN to throw Blizzard's anticheat off. It didn't work.

Evan Narcisse, Kotaku
When the term “ludonarrative dissonance” was common parlance in the greater games discussion, Uncharted was always the first title named. People weren’t wrong for naming it, either. How can Nathan Drake be a loveable rogue when he literally kills hundreds of people each and every game? Part of what I touched upon in my review, but it written much better by Evan Narcisse over at Kotaku, is how Uncharted 4 leans into this dissonance – co-opting it to serve as the narrative foundation. Beware spoilers, but thoroughly worth reading.

Matt Sayer, Unwinnable
It astounds me how few game owners finish the games they buy. Since the advent of trophies / achievements, it has been possible to ascertain completion percentage on a game-to-game basis. As Matt Sayer writes, laughably few players manage to finish games. Even when a game is just a few hours long the completion percentage remains sub 50%. It’s insane. Maybe it’s not so important to have that perfect ending to your narrative game. Chances are no more than 30% of players will even get to it.

Friday, May 27, 2016

News & Views
5/21/16-5/27/16

Memorial Day weekend is upon us! I hope everyone has made some plans to enjoy their extra day off. I know I have. Got some movies slotted to watch with the finacée, shopping to do, and of course, more Overwatch to play. It should be a good weekend.

News & Views is your weekly dose of great gaming writing. I find great editorials, stories, essays and more and put them all into one convenient place. Check out the links below for stories about the biggest online troll in Dark Souls, how DOOM represented gaming’s punk movement, and how environmental storytelling in roguelikes can be gripping.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Ana Valens, Kill Screen

Worth Reading
Sharang Biswas, Kill Screen

Alexandria Marie, Medium

Keith Stuart, The Guardian

Ben Kuchera, Polygon

Bruno Dias, Zam

With Comments
Delilah Sinclair, Paste
Playing Overwatch has surprised me. I thought I had moved past playing competitive online first-person shooters, but here we are. But for as much as I like the game, it has been hard putting my finger on exactly why Overwatch is so great. Perhaps the answer can be found in Delilah Sinclair’s write-up on Paste in which she details how the game creates a friendly competitive space for all.

Patrick Klepek, Kotaku
Klepek continues spotlighting some of gaming’s most fascinating stories. This first I found this week was about a notorious troll in the Dark Souls online community. Unlike so many trolls that try to kill the fun for others, Iron Pineapple is all about creating ludicrous situations that you can’t help but smile about. Iron Pineapple’s story is a unique one, and worth reading for Souls fans and non-fans alike.

Patrick Klepek, Kotaku
More Klepek! This was is a doozy. Aparently, Doom fans can assembled a theory that links the narrative of every single game. A Doom cinematic universe, if you will. Who knows if the theory has any merit, but it was a great story to read. I love these kind of deep dives into video game lore, world building, and environmental storytelling.

Friday, May 20, 2016

News & Views
5/14/16-5/20/16

This week has been pretty incredible. I still can’t believe I got to play, and finish, Uncharted 4. What a game. Expect a review here next Tuesday. And there’s so much more! Survivor’s finale, warm weather, and the promise of summer fun has me feeling great. Now onto the real meat of the post.

News & Views collects the week’s best gaming editorials, opinions, and more into one convenient place. This week I found stories about the woman who invented cosplay, the grief of finishing a great video game (I’m feeling it with Uncharted 4), and the ever changing role of a game’s publisher in major eSports scenes. You should give them all a look and let me know which ones resonated with you!

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Keith Stuart, The Guardian

Worth Reading
Andrew Reiner, GameInformer

Sam Greszes, Kill Screen

Jennifer Culp, Racked

Patrick Miller, Giantbomb

Bryce Blum, ESPN

With Comments
Anthony Burch, Destructoid
Burch spotlights a problem not a lot of us think about – leveling systems. Visualizations of progression can be an extremely powerful hook in gaming, so much so that they can often impact how you play a game. Leveling in multiplayer modes specifically can create this terrible mind space, where you only are playing to level up. In certain games (RPGs) I quite enjoy leveling systems, but not every game needs gear you can strengthen, or player levels to increase. Great thoughts.

Nathan Ingraham, Engadget
Shortly after watching the high-octane trailer for Battlefield 1, I started to ponder the implications of what a World War I shooter would actually be. WWI was a terrible, brutal, bloody, inglorious and awful war. Battlefield is known for cartoonifying war so it felt odd that their team would try to depict WWI. I certainly “have the stomach” for Battlefield 1, but there is a lot to think about here.

Katherine Cross, Gamasutra
It might seem strange for me to spotlight Cross’s article here since The Impact Factor uses review scores, but I totally agree with the points she makes. Review scores, overall, are useless. Not only do they often say nothing, more often than not they stifle the conversation surrounding games (oh, it’s only a 7.5? Not worth my time). Scores can be helpful in establishing a certain kind of quality to a game, but they should not be the be all end all. I also went with a 5 star system here as to not play into the other terrible aspect of review scores – their inclusion in score aggregate sites. There is a lot to chew on here.

John Walker, RockPaperShotgun
John Walker’s article about whether or not you need to be good at games stimulated a lot of discussions online. On one hand, I agree with his title. You do not have to be good at games to enjoy them. But then again, I do think a certain level of competency is essential in reviewing games. Walker conflates this “GIT GUD” mentality for reviewers versus fans, but overall I quite liked the piece. People should never use skill at gaming to make someone feel like they don’t deserve to be playing. 
The Impact Factor Ep. 55: Uncharted Game Dev Territory
Podcast
Welcome to the 55th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Disney Interactive, Twitch chat, eSports, WESA, Star Wars Battlefront 2, Civilization 6, Overwatch, game dev, Clash Royale, Uncharted 4 and much more!

CoolGamesInc. podcast


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Tuesday, February 23, 2016

The Joy of Being Unbalanced
Perspectives
Abstract: Competitive multiplayer games have shaped my gaming identity from as early as I can remember. The advent of downloadable updates created a new era of multiplayer experiences, in which developers could continuously adjust for balance and fairness. A zeitgeist has arisen around weakening elements in multiplayer games that are deemed too powerful, making the dogma of balance center around ‘nerfs.’ I argue this should not be the default approach, as you often lose an intangible fun factor in the process. Some of my favorite competitive multiplayer experiences of all time had huge imbalances that added to the experience and my enjoyment. How do you think ‘balance’ should be handled in competitive gaming?

It’s fun to be unfair. It’s fun to be too powerful. If video games do one thing well, it’s making players feel, act, and look like a force to be reckoned with. And where better to be a headshot-targeting, full life bar KO-ing, make your enemy want to uninstall the game and never return kind of person? Multiplayer.

Multiplayer games were a tremendously important part of my video game upbringing. Some of my earliest and most lucid gaming memories revolve around multiplayer experiences. Whether it was playing Bandai’s Stadium Events on the Nintendo power pad, or two-player Super Mario Kart on the SNES, or the brutal vehicular destruction of Twisted Metal on the PS1, playing competitively with friends (& strangers) shaped how I thought of games. Though I was quick to move onto single player experiences, which now largely define my current gaming identity, I never stopped being on the hunt for the next great multiplayer game. Competing against friends and family made me feel powerful. It was my mastery of the controls, my knowledge of the game, which gave me all the advantage I could ever ask for. Perhaps even more satisfying was defeating the stranger or two in my limited competitive arcade play. It is hard to describe how elated I would feel when my team of Cable, Captain Commando, and Sentinel would pulverize my unsuspecting opponent on the Marvel vs. Capcom 2 arcade cabinet.
 
I was a pretty sick Thumper player in Twisted Metal 2.
For a 6 year old. I think.
Online play revolutionized competitive multiplayer gaming. For the first time you could play against people from around the world whenever you felt like it. It created cultures, and subcultures, of gamers obsessed with bettering themselves in the name of digital competition. So much so that we’ve seen the emergence of eSports as a major entertainment sports industry. You can know how you rank against a game’s global playerbase. It’s a powerful thing, and one that continues to astound me.
 
Competitive multiplayer games are big business these days.
The digital age also brought with it a new era of designing multiplayer experiences: patches. Before we had the infrastructure to facilitate online downloads, a game was what the game shipped as. That is to say, once a game ‘went gold’ and released to the public, development ceased. A feature doesn’t work correctly? An in-game system is too powerful than you meant it to be? That’s just how it was going to be. But for the past 10-15 years, developers have been able to tweak and edit their game, fixing mistakes or adding new content, through downloadable updates known as patches. To say that this dogmatic shift has been a boon for gaming would be an understatement. It’s lead to a world in which games are living, breathing, experiences that can learn from their missteps, and become more content rich and more tightly designed over time. For multiplayer games specifically, however, it has led to certain design sensibilities that I wish hadn’t become so ingrained. ‘Fixing’ multiplayer games has led to a certain collective mindset that I view as not a sum good, and the reason why I’m writing this piece today.

For any game in which one of your design foci is player versus player interactions, you want to create an even playing field. You want your experience to be ‘fair’ to all players. Jane Alabama and Joe Maine should have access to the same toolset to compete. Ignoring for a second prior experience with previous similar titles, the two should be able to achieve the same level of competency in a competitive setting. What you don’t want, according to popular thought, are for certain elements of a game to be unfair or ‘unbalanced.’ Especially following the advent and rise of digital patches, players and developers alike have advocated for maintaining a perfect balance within multiplayer games. No one character, one move, one gun, one ability, should be strictly more powerful than another. Or, at the very least, all options available from the player have balanced risk / reward, strengths / weakness. The call has been to create an ecosystem of fair play, in which players can essentially play with or as whatever or whoever they want and still be able to compete.
 
Patch, patch away.
The idea of creating and maintaining ‘balance’ in multiplayer games has become a zeitgeist, especially in the past few years or so. You can see it in any multiplayer game, be they MOBAs or fighting games or shooters. Most of the discussion about balancing a game, from my observations, generally centers around what is or isn’t too powerful. And once something is identified as being too strong (to the point that the community feels it is unfair), the typical outcry is for the thing to be “nerfed”. Nerfing is the act of making something weaker or less effective. Herein lies my biggest complaint with how fans and subsequently developers approach balance solutions. Creating fairness by lopping the tops off all trees that have grown too tall lessens the grandeur of the forest. Does it make all trees more similar in height? Sure. Do you lose something special in the process? I’d argue that you do. Let me talk more concretely and less metaphorically, though.

As a quick point of disclosure, I’m not attempting to argue that nerf-dependent balancing of multiplayer experiences doesn’t work. It does. Games like Super Smash Bros. for Wii U, Battlefield 3 and Call of Duty Black Ops have developers that chiefly focused their balancing efforts into making sure nothing is overly powerful. When Diddy Kong was running rampant in the competitive scene in Smash Wii U, Bandai Namco and Sora Ltd. responded by making the character weaker. When the M16A3 in Battlefield 3 or the FAMAS in Call of Duty Black Ops were too good at downing your foes, DICE and Treyarch respectively made the two weapons less effective. Did these changes help the competitive ecosystem? It’s debatable, but I (and many others) would say yes. Competitors felt less inclined to learn Diddy Kong or to use the M16A3/FAMAS because they were no longer clearly more powerful than other options. Cool.
 
How many viewed Diddy Kong upon Smash for Wii U's release.
He's not as scary anymore. Is that a good thing?
Street Fighter IV, and all its many iterations, is another title that focused a lot of its balancing updates on reducing the effectiveness of characters that were deemed too strong. Sagat in vanilla SFIV, Yun in SSFIV, Evil Ryu and Poison in USFIV—all nerfed. To Capcom’s credit, however, their balance updates also included character ‘buffs,’ i.e. making things more powerful. Though, for the most part, power increases were generally very moderate compared to the often heavy-hand of nerfing. The goal of this approach was to eventually reach a state in which all characters are viable in competitive play. Now 8 years later, I would say Capcom reached their goal (if Evo 2015 and Capcom Cup were any indication). But even with Ultra Street Fighter IV, which I would say is one of the most deftly balanced games I’ve ever played, something was lost every single time a character was made weaker.

You lose that feeling, that indescribable and joyous sensation, of using something that felt unfair. That felt satisfyingly powerful. The same is true for Battlefield 3 and Black Ops and any multiplayer game. Once nerfed, you can never get back the feeling of power you felt in an un-nerfed world. Using the FAMAS in Black Ops was so deeply gratifying. It fired fast and with remarkable accuracy. It could down players on the enemy team in a split second. It led me to some of the best kill streaks I’ve ever had in a competitive first-person shooter. Even when I was facing off against players using the same over-powered gun, I felt powerful. But then it was changed, weakened, and I never used it again. It felt off. It felt bad and made me feel bad when I used it. The new FAMAS almost felt like an insult to my cherished memories of its predecessor. While perhaps the game overall was more balanced with more players using more kinds of guns, Black Ops lost some of its fun. I’ve had this feeling with increasing frequency with modern multiplayer games. I loved Sagat in vanilla SFIV then hardly used him again. It felt great to pull off Rogue’s infamous Gadgetzan Auctioneer “miracle” combo in Hearthstone, but then that was nerfed. And the nerfs keep coming, especially as more and more players complain about how powerful certain things are online. Well, I’m here to say that being unbalanced (in the right way) can be fun too. In fact, in my experience, it’s often more.
 
LEEEEROYYY JENKINSSS! Time's up let's do thi- Oh wait.
We can't do it anymore. Because it got nerfed.
One of my favorite online multiplayer games ever is Call of Duty: Modern Warfare 2 (MW2) by Infinity Ward. MW2 is not a well-balanced game, far from it. Certain guns and certain strategies quickly became recognzed as powerful, bordering on cheap or unfair. Underslung grenade launchers on assault rifles could be paired with player-selected abilities to refill ammo and increase your blast radius, giving players the ability to be a one-man demolition crew (explosions, explosions everywhere). Another potent combination allowed players to run around the map at extreme speeds with enhanced melee speed & range, which turned players into warping one-hit-kill knifing machines. Another still made it so just tapping on your aim down sights button with a sniper rifle gave you pinpoint accuracy at the intersection of the crosshairs, transforming players into ‘quick-scoping’ fiends who were effective at all ranges in battle. MW2 matches were a frantic flurry of explosions and snipers and death. And they were so much fun. So many different strategies were rewarded in MW2 because so many things were blatantly overpowered. Even if you didn’t choose to specialize in the tactics I just described, some of the game’s guns were so good you could easily annihilate your competition (UMP-45, FAMAS). I ended up playing MW2’s multiplayer upwards of 350 hours, or 14+ full days. I think a large part of that was because playing made me feel powerful. The developers never took away the fun tools they gave to me.

I came in like a wrecking ball! I never hit so hard (with my "noob tube.")
Marvel vs. Capcom 2 (MvC2), and even moreso Marvel vs. Capcom 3 and its update Ultimate MvC3 (UMvC3), gave me that same powerful feeling. I suspect MvC2 will go down in history as one of the most imbalanced competitive games of all time. Only roughly 8 of the cast of 56 characters are good enough to be played competitively. Sentinel, Storm, Cable and Magneto were head and shoulders better than the other members of the cast. Even UMvC3, released in the digital age, stayed true to its roots and ended up as an unbalanced game. The top 5 characters in UMvC3 are head and shoulders better than the rest of the cast, though more members of the roster can be made viable competitively than its predecessor. That being said, MvC2 and UMvC3 are exceptionally fun games and my favorite competitive fighters of all time. Powerful, even unfair, strategies can be used by either player. You can dominate or be dominated. Landing your cheap combo or frame trap or projectile spam is so deeply satisfying. You feel good. You feel like you’re almost too good, or at the very least better than that game intended you to be. Nothing about your attacks or combos felt lackluster. UMvC3 revels in having an uneven roster and the game is better for it.
 
You lost the second you chose Iceman, player 2. But MvC2 remains
incredibly fun, and interesting, to this day.
Tentatively, feeling powerful is one of many aspects I’m loving about Street Fighter V. You can take my opinion with the asterisk that I’ve only been playing for a week, but Street Fighter V has a remarkable balance to it. Every single character feels unfair, feels a little too good. It’s awesome. I’ve tried my hand at all 16 characters and each one has some combos and moves and spacing that feel cheap. In my book, that’s perfect. Let’s hope this can be maintained through the game’s lifetime.

As I touched on briefly in my introduction, video games are unrivaled in giving people the feeling of power. Who among us can shoot energy beams out of their hands or single-handedly stop an army of insurgents in real life? A choice few, at best. So much of what has historically worked about video games is giving the player this powerful feeling. I find that too frequent or too heavy-handed nerfs lessens the impact of playing on the player. It sucks to lose the joy you felt using something powerful because it has been removed from the game. Sure, even unbalanced games like MW2 and UMvC3 have their own kind of balance. It’s crucial that no singular element or strategy is too powerful, rather, several exist in the same ecosystem that work synergistically to build a dynamic competitive space. My point remains, however, that nerfing what’s most powerful is not necessarily the best approach to creating a fun, dynamic multiplayer ecosystem.

Whether broken or balanced, each game has its own competitive metagame and there is no one right answer. What works for balancing Heroes of the Storm might not work when balancing Street Fighter V. But be thoughtful about your balance decisions (developers) and be thoughtful of what you post online (community). Nerfing the powerful should not be the default solution. You might just lose a lot of fun in the process.

Friday, February 19, 2016


News & Views
2/13/16-2/19/16

It’s finally here! I can’t believe I got to spend a couple evenings this week with Street Fighter V! The lab week has been long, but all the rest has been pretty darn great. I hope you all have a great weekend. Onto News & Views!

News & Views compiles the week’s best video game stories, writing, opinions, editorials, and everything in between! Check out the links below for great writing about the eerie reality of commitment issues in Catherine, dealing with the death of a family member through Monkey Ball 2, and how Xbox Live Arcade almost never happened!

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Phillip Kollar, Polygon

Worth Reading
Michelle Ehrhardt, Kill Screen

Kris Graft, Gamasutra

Patrick Klepek, Kotaku

Matthew Kim, VICE

Alyssa Kai, Medium

With Comments
Ed Smith, alphr
Smith’s piece is a great one, and one both a) I never expected to see and b) we need far more of about the industry. The way games toy with history, cultural and sociological trends is an interesting one. At times, it feels like video game developers are less aware of how a game exists as part of the larger conversation about certain issues. Smith writes about how in GTA: San Andreas the rewriting of the LA riots is problematic. It distorts the truth, which could potentially damage someone’s understanding of one of the most shameful events in recent US history.

Richard Li, Gamespot
Perhaps unsurprisingly, the tutorial in Street Fighter V is not at all helpful. Capcom has been doing a great job making guides and other resources for the community, but more tips are never a bad thing! Li runs down nine things to think about while playing SFV that aren’t as simple as what buttons to press when.

Alex Osborn, IGN
I don’t want to imagine a present, or future, of gaming without the Xbox Live Arcade. I write without hesitation that it indelibly shaped the gaming landscape. It changed what we think of as games released for general consumption, and it certainly contributed to the growth and prominence of the indie game scene. I love reading stories like this, and I think you will too.

Thomas Bidaux, Gamasutra
We talk a lot about Kickstarter on The Impact Factor podcast. Is it a net good, despite the many horror stories that come out of the service? Thankfully, we have Thomas Bidaux to answer that question. Bidaux runs down the entirety of 2015 Kickstarter games: the successes, the failures, and trends for the future. Essential reading for those interested in where game development is now, and where it is going.

Friday, February 12, 2016

Da
News & Views
2/6/16-2/12/16

Happy weekend and happy soon-to-be Valentine’s Day to all! I know I’m ready to kick back, relax, and enjoy the extra long off time with my fiancée. And the right after the weekend is the long awaited release of Street Fighter V!

As a Valentine’s Day gift you to, News & Views is back and better than (mostly the same as) ever! This week’s News & Views has great stories about short vs. long term progression in game design, labor issues facing the gaming industry, how gaming experiences about isolated protagonists helped one writer’s depression, and much more!

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Chris Baker, Gamasutra

Worth Reading
Michelle Ehrhardt, Kill Screen

Ian Williams, Giant Bomb

Josh Bycer, Gamasutra

Olivia White, Paste

Mitch Dyer, IGN

With Comments
Mary Kish, Gamespot
I love that game difficulty has such a dynamic range in the modern marketplace. There was a period during which games, AAAs especially, were too afraid to alienate the player (& buyer) by being too hard. That’s not the case today. We have tons of brutally challenging games like Darkest Dungeon, Crypt of the Necrodancer, and Bloodborne. I’m also a big fan of games eschewing difficulty altogether, like the interactive narrative experiences we see in Oxenfree and Firewatch. It is a great time to be into video games.

Megan Condis, Unwinnable
Ugh. This annoying debate. Condis does a great job at explaining why we should not focus so strongly on the ‘games’ part of ‘video games,’ but this is honestly a piece that should never have to be written. Does That Dragon, Cancer offer interactibility while running via computer processors? Then it is a video game. There are no two sides to this debate.

Michael Martin, Playboy
I have followed the fighting game community (FGC) for quite some time and it has been great to follow Rickie Ortiz’s career. She is among the best of the best at Ultra Street Fighter IV. The FGC is often seen as insular and bigoted, but Ortiz’s story is one that gives me some hope. Playing Street Fighter well earns you respect, regardless of how you identify. Very cool stuff.

Michael Martin, RedBull
The FGC’s evolution as an eSport has been a fascinating one. So many other games were quick to adopt the boring self-seriousness of ‘real sports’ with suit-jacketed commentators that offer little fanfare to their play calling. Not the FGC. It fought against the moniker of ‘eSports’ up until it was an unwinnable battle, and to this day retains so much unique charm and personality other eSports lack. Paul “BlaqSkillz” DeCuir is a great example of said personality. This player / commentator mixes comedy and performance art together to be one of the most striking (& likeable) figures in the SoCal Street Fighter scene. Martin’s piece about BlaqSkillz is well worth your time.

Reid McCarter, Paste
My fiancée Justine and I have found our niche in consuming young adult (YA) media together. It’s been a blast to watch Degrassi and play Life is Strange with her. But YA games are not just for us and, as McCarter argues, are important to the gaming industry as a whole. I agree. And I cannot wait to play through Oxenfree with Justine. 

Friday, February 5, 2016

Da
News & Views
1/30/16-2/5/16

Happy February to all you Impact Factors! Heh, I like that. January might have been a bit slow for new releases, but February is no slouch! With Crypt of the Necrodancer this week, Firewatch the next, and Street Fighter V after that, there’s no shortage of awesome gaming goodness coming our way. Keep up with the blog or follow me on Twitter to stay on top of it!

Onto News & Views! As always, this Friday feature compiles my favorite video game writing, stories, videos and more. I found some really good ones this week. From how the PC port of Final Fantasy VI is secretly good for modding, how to talk about games if you’re blind, and a report on the state of game development in central Africa, this week has it all. Let me know which stories you found the most resonant!

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Robert Kingett, Kill Screen

Worth Reading
Jonathan Epstein, Gamasutra

Patrick Klepek, Kotaku

Tauriq Moosa, Polygon

Richard Moss, Gamasutra

Wes Fenlon, PC Gamer

With Comments
Chris Park, Arcen Games
Chris Park of Arcen Games shares a truly tragic story of the risk, sacrifice, and harsh reality of being an independent game developer. Despite the hard work of the team and a well-reviewed final product, the financial realities of the fledgling studio meant that a large number of employees had to be let go. Game development at all levels is difficult, but these vignettes about indie development should serve as a warning sign for both young and old: it ain’t easy. I hope everyone let go can land on their feet somewhere else.

Anna Moore, The Guardian
Not the kind of story I usually share with you all here on the blog, but one I felt I needed to. Online gaming isn’t all fun and games. My heart goes out to this family. Especially for those of you with young children, but still important for those without, be vigilant about your online activity. There are some bad people out there. Further, this story reinforces a stance I’ve had for quite a while—law enforcement needs to take these situations more seriously. Whether it be better tools to seek out offenders or protections for potential victims. Just something more.

Zack Hage, Medium
Rev3Games was a big part of my video game media consumption a few years ago. They produced thoughtful, quality content that wasn’t ashamed of being different from other gaming news or op/ed sites. Rev3Games gave one of my favorite games pundits, Adam Sessler, a vehicle to share his uninhibited self with the world. It was great, until it was just…gone. Sessler’s departure was the beginning of a very rapid end. As a footnote to the article, one of Rev3Games’s alums Max Scoville took to Reddit to clarify (and refute) some of the topics the author discussed. “Max: The people most responsible for its creation were Zac Minor and Anthony Carboni.  Everyone left for different reasons. I won't go into those (partially because it'd be unprofessional, partially because it's tedious boring business stuff) but it wasn't just as simple as the thumbnails not being flashy enough, or headlines not being stupid enough.”

Kaitlin Tremblay, VICE
Video games haven’t always (read: ever) been a source of the most dynamic character relationships. If it’s some big budget AAA game and there a few guys and a few girls, odds are two or more of them are in a romantic relationship with each other. Tremblay writes both specifically and generally about why games need more ‘just good friends’ relationships, citing Tales from the Borderlands as a recent success. Agreed. We need more Rhys & Fiona.

Friday, January 29, 2016

News & Views
1/23/16-1/29/16

Welcome back everyone to another week of News & Views. Crazy to think that next time I’ll be posting here we’ll already be one month into 2016. Time sure does go fast! Got a lot of exciting things cooking both in and out of the science world, so I am feeling pretty swell. Anyway, onto the stories!

This week I found a heaping helping of video game writing goodness. Check out the authors’ work below for stories about the relationship between walking simulators and fun, avoiding the ‘tagalong’ trap in co-op games, and how some of the best new video games are about making video games.

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Jake Muncy, Wired

Worth Reading
Samuel Roberts, PC Gamer

Sarah Doukakos, Kill Screen

Catharina Bohler, Gamasutra

Alisha Karabinus, Not You Mama’s Gamer

Stephen Chiu, ESPN

With Comments
Lillian Chen, Lilichen
Lillian Chen writes a super interesting piece about her evolving thoughts on what can be done to make women in competitive gaming feel more comfortable. The author is a long time veteran of the pro Super Smash Bros. scene, having felt first hand what it is like to attend a tournament as a woman. This article is about more than just having an all female tournament or not, and is well worth a read for anyone with an interest in how to make eSports better.

Geoff Coates, CG Society
Reading through this list of scariest expressions in game dev reminds me so much of similar situations in biomedical sciences. Coates’s humorous piece covers ten of these fear-inducing phrases, using his distance from the traumatizing moments to great comedic effect. If I could also never hear “It’s whatever you want it to be” or “Huh, that’s weird” again I would be a happier scientist.

Gamesradar, YouTube
As a big fan of JRPG’s, this click-bait title got me good. Gamesradar does a great job with this short video. It not only spotlights some brutally punishing bosses, but also some great JRPGs you might have forgotten about. It certainly did not inspire any confidence in me to start up my copy of Suikoden II that I’ve been meaning to get to for a while, though. A certain final boss of that game may or may not have made this list. Uh oh.

Ben Kuchera, Polygon
Kuchera’s piece on Polygon covers more of what I can’t stop thinking / talking / arguing about Tharsis. Kuchera does a great job at articulating how, by embracing the highs and lows of randomness, you can look past Tharsis being too hard or too luck based to be fun. I maintain that strategy can trump bad luck, but the game does rely on randomness (and all the fun / unfun that goes with it). Both Kuchera and I agree that gambling is an underutilized (and poorly implemented) mechanic in modern games, and Tharsis gives some hope that more can be done with it in the future.