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#mostly carless society
commenter2 · 3 years
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Helluva Boss mid season predictions
Vivzie has confirmed that there are only 4 more episodes left in season 1 of Helluva Boss so since I made a post theorizing what would happen during season 1, I’d do an update going over what I think the last 4 episodes could be about.
Episode 5 will still be a Blitzo X Stolas episode where Blitzo and the others “hang out” with Stolas and other upper class demons during Stolas’s festival in the ring of wrath.
The main plot of the episode will have Stolas trying to spend time with Blitzo (much to Blitzo’s annoyance) at the festival but Stella will try and prevent him from doing so out of fear of the two embarrassing the family in front of everyone. I see Stella having a big role in the episode and I hope we get to learn a lot about her character and her relationship with her family, especially her relationship with Stolas. I stated this in an older post but it would be funny if Stella also tried to get some payback at Blitzo somehow during the episode.
The side plot of the episode will likely be about Moxxie and Mille (who could be forced to be caterers there) being treated poorly by the party guest, given how imps are the lowest class in demon society. Maybe near the end of the episode someone will accidently cause a fight to break out between the demon higher ups and it ruins the festival. For some reason I can see the episode ending with Stella, realizing she and Blitzo have more in common when it comes to thoughts about Stolas or that there are bigger problems to worry about then Stolas and Blitzo getting caught, reluctantly saying that Stolas can still see Blitzo as long as they try to not to get caught but it’s shown that Stella is very mad and even sad about this.
I can also see the episode being a good opportunity to let us see other demon characters act onscreen like Lucifer, Lilith, and the Von Eldritchs and those that we haven’t seen yet like Mammon.
There is not much to go on to say what could happen in episode 6 but I feel like it could be about Blitzo and Moxxie getting into trouble on Earth and having to work together to get out of a situation, becoming closer friends in the process. This is supported by the scene of the two being tied up and that scene of them in an alley with what seems to be a portal open in the background. Maybe it could a Millie episode where she needs to save the two after they are captured by someone ?
One idea I have for the episode is that it will have them dealing with the Cherubs as besides how all the other antagonist this season have been confirmed to be appearing a 2nd time later this season (like Verosika and Robo Fizz), it would be bad to leave off there story as it is. We could get a sample of what the Cherubs might do for the rest of the series, which I think is them trying to stop I.M.P from killing people in hopes it will get them back into Heaven only for them to get more corrupted as time goes on, at least for Cletus and Keenie as Collin is too pure.
Another possible idea is that the imps will run into a demon hunter on Earth. A lot of people have said they have been carless on Earth so maybe they get into a situation that results in them learning to be more careful when it comes to doing there job.
The last two episodes will be a roller coaster of emotion.
Episode 7 will be another Blitzo X Stolas centered episode and it will take place in the ring of lust. Like I said in my season 1 trailer analysis post I still think it will be about how thanks to Stolas getting Moxxie a gig at Ozzies, Blitzo has to take Stolas on a proper date there. Sadly Blitzo will find out that they will be seeing Verosika Mayday perform there and she will cause trouble for the imps, especially for Blitzo. I also see Stolas finding out that Blitzo and Verosika use to date, which makes him a bit jealous as maybe he thinks there is still something between Blitzo and Verosika.
While there they will also have to deal with Robo Fizz as he was suppose to open for Verosika but got replaced by Moxxie and wants payback on Moxxie and Blitzo as a bonus. Eventually the characters will cause so much trouble that Asmodeus, the demon lord of lust, will appear and maybe tries to punish everyone but fails. I also like the idea of how Asmodeus appears but instead of punishing everyone he states he likes Moxxie’s singing and that he wants to give him a record deal.
However I believe the biggest moment of the episode will involve Blitzo doing something that breaks Stolas’s heart, whether it be yelling at him for causing all of this and stating they will never date or Stolas sees Blitzo do something romantic/sexual with Verosika where maybe it shows she still has some feelings for Blitzo.
The events of episode 7 will likely be followed up in the season finale, which will be a Blitzo heavy episode.
I.M.P go to an old western themed area to lay low/vacation after the events of the last episode and while things seem to start off good, as Blitzo will love the farm life and even bond with Loona things will get dark near the end. I think while getting into a fight with Robo Fizz (who tracked them down) Robo Fizz will mock Blitzo of his life and brings up if anyone cares for him which hurts Blitzo’s feelings. After something happens Blitzo finally “kills” Robo Fizz but ironically instead of what Robo Fizz said to him bumming him out more, he becomes confident/get clarity and goes to meet a sad Stolas where Blitzo admits that he does like him a bit and in his own way states he would like to be in a “trial run” relationship with Stolas, which cheers up the sad owl demon.
I can see another Moxxie X Millie side plot happening here but I mostly see there being a moment where while on the farm Moxxie gets really hurt but is luckily going to be ok which makes everyone happy, especially Millie and I can see this being another reason why Blitzo goes to see Stolas as he wants a relationship like Moxxie and Mille. I can see there being a scene at the end of the episode where Millie and a recovering Moxxie talk about the idea of having a kid, and there is a funny moment where unknown to them Blitzo AND Stolas peek at the imp couple through binoculars, Stolas stating this is a nice date XD
What do you think will happen in the last few episodes ? What would you love to see happen before the season ends ? What do you NOT want to see in the season ?
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ibn-sunni · 4 years
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Fear Allah fellow tullab. The society mostly becomes corrupt when the upcoming asâteez are corrupt, the Normal average people in the society looks up unto you in carrying on their affairs, imagine the whole society being mislead just because of your carlessness and you giving much priority to your shahawat rather than what islam says. What are you going to tell your Rabb on the day of Qiyaamah?
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newstfionline · 7 years
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Helsinki woos car owners to give up their autos.
Gordon F. Sander, CS Monitor, June 23, 2017
HELSINKI, FINLAND--For years, environmentalists and urban planners on both sides of the Atlantic have been fantasizing about few- or no-car city living, in order to make their municipalities easier and safer places to live, while also reducing their carbon footprint.
The mayors of a number of cities, such as Paris, Athens, and Mexico City, have committed their governments to banning cars by 2025. Others, such as Oslo and London, have imposed partial moratoriums and fees on city driving. But such bans are difficult to enforce and politically contentious.
In Helsinki, Finland, a city that prides itself on its civic-mindedness, municipal authorities are looking at the challenge of phasing out the car in a different way: as a matter of efficiency and incentivization.
“It is a fact that on average, a privately owned car is used 4 percent of the time,” says Ville Lehmuskoski, chief executive officer of Helsinki City Transport, the municipal body responsible for the Finnish capital’s public transport infrastructure. “The other 96 percent--the 96 percent of the time when it is parked there sitting around--represents an enormous loss of resources, particularly money and space.
“If the need for cars in the Helsinki region could be lessened by only 25 percent,” Mr. Lehmuskoski continues, “it would mean 100,000 fewer cars. If the average value of the car is €10,000 [$11,150], that would mean €1 billion [$1.1 billion] could be freed to speed up the economy in a more effective way, or otherwise benefit the society.”
Getting Greater Helsinki’s million-odd, peninsula-centered residents to view the privately owned car as an uneconomic investment of the region’s finite resources, rather than a matter of private convenience, is an offshoot of Finland’s social democratic history and experience.
“Helsinki has chosen a different strategy from other European cities,” says Marko Forsblom, chief executive officer of Intelligent Transport Systems, a Finnish transportation think tank. “It has chosen to create such good alternatives to the private car that people voluntarily choose other modes than owning a car. It has chosen to get people to look and think about their cars differently.”
The notion of banning cars in the Finnish capital is not new. The Green League, which consolidated its foothold as the second largest party in Helsinki in April’s city council election, openly supports such a ban. However, as the preponderance of voters who cast their ballots for the “pro-car” conservative National Coalition Party made clear, an outright ban is not in the works, at least for the moment.
That’s all right with Helsinki’s transportation community. “I don’t believe that cars in Finland or Helsinki will be banned,” says Lehmuskoski. “I believe that walking, cycling, and public transport will be more and more user-friendly so that competitiveness of passenger cars will decrease. Pricing of car traffic may also increase attractiveness of sustainable modes in the future.”
Anne Berner, Finnish minister of Transport and Communications, also discourages the notion that public transport and the private car are incompatible. “There has been a lot of discussion, including heated exchanges, in Helsinki about future transport policy and infrastructure choices,” says Ms. Berner. “But overall I would say that most people see public transport and private car use as complementing each other. Many people also acknowledge that to meet our strict emission targets and cut CO2 emissions, some changes are needed.”
Of course, letting go of the idea of owning a car is easier to do in a city that has one of the more efficient and popular metropolitan and regional transport systems in Europe. As any visitor to the Finnish capital can attest, Helsinki’s trams, subways, and buses are attractive, well maintained, efficient, and nearly always on time.
The proportion of Helsinki’s population using public transport reached a peak in 1966, when two-thirds of all Helsinkians’ journeys within the metropolitan area were via public transport. That share declined during the 1970s and ‘80s as Finland rebounded from the war and more Finns were able to buy cars. Public transport’s share of total journeys bottomed out in 2008 at 42 percent.
Since then, its share has been rising again, a trend the city leaders are happy to encourage.
“I’m very satisfied with the quality of public transport,” says Heidi Silvennoinen, a young architect who lives in Otaniemi, a suburb of Helsinki. “I mostly travel from Otaniemi, which is 15 minutes away. Buses run every 10 minutes during rush hour and every half-hour during the rest of the day and until 5 in the morning.”
“With that level of convenience, why would I need to buy a car?” she adds.
Transport planners already have a good “template” to work with, both in terms of the number of car-owning households and the quality of the current public transportation system. As Mr. Forsblom points out, “The fact is, today the majority of households in Helsinki--about 55 percent--are carless.”
Surprisingly, many car dealers are open to the government’s push to phase out, or at least deemphasize, the car. “I think it’s understandable that the government would wish to restrict or phase out the car if it is to fulfill its environmental directives,” says Tomi Riihimäki, CEO of Autocompany, a private high-end secondhand auto and boat dealership.
Mr. Riihimäki, who has been in the car business since the 1980s, confirms that attitudes toward car ownership among Helsinkians have changed, particularly among young people. “Many young people have given up driving,” he says. Nevertheless, he says business is good.
One thing he notices is that people are thinking more about what kind of car they want. He also has seen a surge in interest in electric cars, particularly among Millennials.
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
As for other things going on this week - still relaxing after the end of GDC, & have been playing some Night In The Woods, which is charming & totally my speed of game, as well as Chime Sharp, which is still one of my favorite puzzle games, despite a slightly basic PS4 conversion.
No luck getting a Switch yet (since I only decided I wanted one after playing it at GDC after its release, haha), but there's plenty of stuff to keep us all going on PS4, PC, iPad & elsewhere, right? Talking of that final option, keep an eye on the Apple indie game celebration, which looks like it has some kickass timed iOS game releases like Mushroom 11, Beglitched & maybe Kingdom: New Lands. And onward to the links...
- Simon, curator.]
-------------------
Breaking Conventions with The Legend of Zelda: Breath of the Wild (GDC / YouTube) "In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. [SIMON'S NOTE: Yep, this is pretty much unmissable.]"
Horizon: Zero Dawn and the evolution of the video game heroine (Jonathan Ore / CBC News) "Horizon: Zero Dawn, a massive open-world game set in a lush, post-apocalyptic jungle inhabited by robot dinosaurs, is one of the most anticipated games of 2017. Players take the role of Aloy, a young hunter in a far-flung future, well after most of human society has disappeared in a long-forgotten disaster."
Game Design Deep Dive: Decisions that matter in Orwell (Daniel Marx / Gamasutra) "On a basic level, Orwell is a mostly text-based narrative game that constantly confronts players with choices of varying moral weight. Unlike a typical interactive novel Orwell does not present players with an explicit decision between a set of juxtaposed options (multiple choice) on how to continue the story or which action to take next."
Is Halo Broken? (Nathan Ditum / Glixel) "Today, the series is overseen by 343 Industries, a Microsoft internal studio created specifically for the job. Most recently it helped Creative Assembly to release the in-universe strategy game Halo Wars 2, which is both quite good and unlikely to stop the series’ slow slide to the margins. So what can 343 do to fix Halo? Is it already too late?"
Balancing Metas (HeavyEyed / YouTube) "Meta games and balancing are always interesting to me so I thought it'd be fun to go over how these things can work in different contexts and what forces meta games to evolve."
How two Cities: Skylines modders turned hobbyist work into life-changing careers (Joe Donnelly / PC Gamer) "Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC."
Hookshots, Wii U Maps, And Other Things Nintendo Cut From Zelda: Breath of the Wild (Jason Schreier / Kotaku) "To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyrule’s floor."
The 'Card-ification' of Competitive Gaming (Steven Strom / Red Bull eSports) "Increasingly, though, developers are codifying the benefits of progression behind something new: virtual, collectible cards. From Clash Royale and Hearthstone on iOS, to Halo Wars 2, Paragon, Paladins, Battlerite and a helluva lot more on PC and consoles, digital cards are becoming the de facto method of displaying player skills."
'Rust Belt Gothic': lead writer Scott Benson unpacks the art that inspired Night in the Woods (Nate Ewert-Krocker / Zam) "From Flannery O’Connor to Richard Scarry and Symphony of the Night, we talk with animator/writer/Twitterman Scott Benson about what makes everyone's favorite new indie adventure game tick."
Reviving Ocarina of Time's long-lost Ura expansion (Edwin Evans-Thirlwell / Eurogamer) "The Legend of Zelda series has always dabbled in alternate realities - mirror worlds, sunken pasts, waking dreams, futures that might have been. This is the story of one such lost future, a dream originally dreamt by the developers of The Legend of Zelda: Ocarina of Time, kept alive by a fervent underground community of fans, modders and artists."
Lights, Camera, Distraction: The Problem with Virtual Camera Systems (Jack Yarwood / Waypoint) "The average gamer rarely notices the camera, and when they do it's usually to complain about what's wrong with it. This is in spite of the camera being the most important tool for communicating a chosen situation to the player. Done well, its presence can be almost imperceptible, framing the action perfectly. Done poorly, it can ruin the experience, causing frustration and disorientation."
Meet the Man Behind the Most Acclaimed Board Game in Years (Steve T. Wright / Glixel) "Now, with the second "season" of Pandemic Legacy just around the corner, Glixel spoke with [Rob] Daviau to chat about the cardboard life, his former corporate overlords, and the travails of self-employment."
In the Land of 'Dying' MMOs: Dark Age of Camelot (Robert Zak / Kotaku) "My second time-warp into venerable MMOs takes me to the cross-mythological lands of Camelot, where, after 16 years, a sizeable number of players remain embroiled in a never-ending war."
The importance of cultural fashion in games (Matt Sayer / RockPaperShotgun) "Virginia’s career in cultural fashion began out of a desire for self-expression. After spending her childhood immersed in African culture, she couldn’t ignore the severe lack of traditional African fashion in The Sims’ wardrobe. With nobody else attempting to rectify the issue, Virginia was left with no choice but to take matters into her own hands."
Ron Gilbert: "From Maniac Mansion to Thimbleweed Park" (Talks From Google / YouTube) "Veteran game designer Ron Gilbert has been making games since the 1980s, most notably as writer, programmer, and designer for LucasFilm Games / LucasArts, producing classics like Maniac Mansion, Monkey Island, and Indiana Jones and the Last Crusade. Today he is putting the finishing touches on his crowdfunded pixel-art puzzle adventure Thimbleweed Park."
Pixelated popstars: Japan’s dance dance revolution (Jack Needham / Dazed) "Rhythm-based video games dominate Japan’s arcades, and their popularity has influenced everyone from major pop stars to underground electronic producers."
A Video Game Immerses You in an Opera Composed by Dogs (Katie Rose Pipkin / Hyperallergic) "In David Kanaga’s latest game, Oiκοςpiel, an immortal Donkey Koch (of the Koch brothers) commissions a group of dogs to produce a digital opera for an arts festival scheduled for 2100. [SIMON'S NOTE: this game won the IGF Nuovo (art) prize, and you may be able to work out why! Full interview text here.]"
Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) (Jimmy Maher / Digital Antiquarian) "Shortly after completing Maniac Mansion, his first classic graphic adventure, Ron Gilbert started sketching ideas for his next game. “I wanted to do something that felt like fantasy and might kind of tap into what was interesting about fantasy,” he remembers, “but that wasn’t fantasy.” "
Shipping Kills Studios: A Study of Indie Team Dynamics (Danny Day / GDC / YouTube) "In this 2016 GDC Talk, QCF Design's Danny Day (Desktop Dungeons) explains how to keep your indie team alive after shipping a successful game."
Reverse-Engineering The Industry (Ernie Smith / Tedium) "Third-party developers weren’t always quite so revered in the video game industry, but a pair of legal decisions helped them earn their place at the table."
Art of the Impossible (Joel Goodwin / Electron Dance) "I played an amazing looking game this week, Fragments of Euclid by Antoine Zanuttini, a short first-person puzzler that appears to be set inside the art of M. C. Escher. For me, however, it's more like a dry run for William Chyr's Manifold Garden, a game I've been looking forward to for a while now."
The Dazzling Reinvention of Zelda (Simon Parkin / New Yorker) "The Legend of Zelda: Breath of the Wild, which launched last Friday, represents the first true reimagining of the series. Gone are the typical corridors and blockages intended to funnel every player along the same worn narrative lines. In this Hyrule, a wilderness of hills and lakes and mountain peaks, you are free to go wherever you please."
Frustration Can Improve Video Games, Designer Found (Nathan Grayson / Kotaku) "In video games, frustration is often viewed as a dirty word. If you’re feeling frustrated—like you’ve hit a wall and can’t find a way over, under, or around—the designers must have made a mistake. That’s not always the case, though. Sometimes, game makers try to make you feel irritated, or even livid."
Why I love Peggle and hate Peggle: Blast (Henrique Antero / Medium) "Peggle is divine. Peggle: Blast is an aberration. This is a story on how a videogame first touched perfection and then became a vessel for evil. It could be compared to The Fall of the Abrahamic religions, when humankind was collectively expelled from Paradise— if the Demiurge was perverse enough to have invented microtransactions along the way."
The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC's most complex games (Wes Fenlon / PC Gamer) "We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. Our guests: Warren Spector (Otherside Entertainment), Harvey Smith and Ricardo Bare (Arkane Studios), Tom Francis (Suspicious Developments) and Steve Gaynor (Fullbright)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
As for other things going on this week - still relaxing after the end of GDC, & have been playing some Night In The Woods, which is charming & totally my speed of game, as well as Chime Sharp, which is still one of my favorite puzzle games, despite a slightly basic PS4 conversion.
No luck getting a Switch yet (since I only decided I wanted one after playing it at GDC after its release, haha), but there's plenty of stuff to keep us all going on PS4, PC, iPad & elsewhere, right? Talking of that final option, keep an eye on the Apple indie game celebration, which looks like it has some kickass timed iOS game releases like Mushroom 11, Beglitched & maybe Kingdom: New Lands. And onward to the links...
- Simon, curator.]
-------------------
Breaking Conventions with The Legend of Zelda: Breath of the Wild (GDC / YouTube) "In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. [SIMON'S NOTE: Yep, this is pretty much unmissable.]"
Horizon: Zero Dawn and the evolution of the video game heroine (Jonathan Ore / CBC News) "Horizon: Zero Dawn, a massive open-world game set in a lush, post-apocalyptic jungle inhabited by robot dinosaurs, is one of the most anticipated games of 2017. Players take the role of Aloy, a young hunter in a far-flung future, well after most of human society has disappeared in a long-forgotten disaster."
Game Design Deep Dive: Decisions that matter in Orwell (Daniel Marx / Gamasutra) "On a basic level, Orwell is a mostly text-based narrative game that constantly confronts players with choices of varying moral weight. Unlike a typical interactive novel Orwell does not present players with an explicit decision between a set of juxtaposed options (multiple choice) on how to continue the story or which action to take next."
Is Halo Broken? (Nathan Ditum / Glixel) "Today, the series is overseen by 343 Industries, a Microsoft internal studio created specifically for the job. Most recently it helped Creative Assembly to release the in-universe strategy game Halo Wars 2, which is both quite good and unlikely to stop the series’ slow slide to the margins. So what can 343 do to fix Halo? Is it already too late?"
Balancing Metas (HeavyEyed / YouTube) "Meta games and balancing are always interesting to me so I thought it'd be fun to go over how these things can work in different contexts and what forces meta games to evolve."
How two Cities: Skylines modders turned hobbyist work into life-changing careers (Joe Donnelly / PC Gamer) "Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC."
Hookshots, Wii U Maps, And Other Things Nintendo Cut From Zelda: Breath of the Wild (Jason Schreier / Kotaku) "To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyrule’s floor."
The 'Card-ification' of Competitive Gaming (Steven Strom / Red Bull eSports) "Increasingly, though, developers are codifying the benefits of progression behind something new: virtual, collectible cards. From Clash Royale and Hearthstone on iOS, to Halo Wars 2, Paragon, Paladins, Battlerite and a helluva lot more on PC and consoles, digital cards are becoming the de facto method of displaying player skills."
'Rust Belt Gothic': lead writer Scott Benson unpacks the art that inspired Night in the Woods (Nate Ewert-Krocker / Zam) "From Flannery O’Connor to Richard Scarry and Symphony of the Night, we talk with animator/writer/Twitterman Scott Benson about what makes everyone's favorite new indie adventure game tick."
Reviving Ocarina of Time's long-lost Ura expansion (Edwin Evans-Thirlwell / Eurogamer) "The Legend of Zelda series has always dabbled in alternate realities - mirror worlds, sunken pasts, waking dreams, futures that might have been. This is the story of one such lost future, a dream originally dreamt by the developers of The Legend of Zelda: Ocarina of Time, kept alive by a fervent underground community of fans, modders and artists."
Lights, Camera, Distraction: The Problem with Virtual Camera Systems (Jack Yarwood / Waypoint) "The average gamer rarely notices the camera, and when they do it's usually to complain about what's wrong with it. This is in spite of the camera being the most important tool for communicating a chosen situation to the player. Done well, its presence can be almost imperceptible, framing the action perfectly. Done poorly, it can ruin the experience, causing frustration and disorientation."
Meet the Man Behind the Most Acclaimed Board Game in Years (Steve T. Wright / Glixel) "Now, with the second "season" of Pandemic Legacy just around the corner, Glixel spoke with [Rob] Daviau to chat about the cardboard life, his former corporate overlords, and the travails of self-employment."
In the Land of 'Dying' MMOs: Dark Age of Camelot (Robert Zak / Kotaku) "My second time-warp into venerable MMOs takes me to the cross-mythological lands of Camelot, where, after 16 years, a sizeable number of players remain embroiled in a never-ending war."
The importance of cultural fashion in games (Matt Sayer / RockPaperShotgun) "Virginia’s career in cultural fashion began out of a desire for self-expression. After spending her childhood immersed in African culture, she couldn’t ignore the severe lack of traditional African fashion in The Sims’ wardrobe. With nobody else attempting to rectify the issue, Virginia was left with no choice but to take matters into her own hands."
Ron Gilbert: "From Maniac Mansion to Thimbleweed Park" (Talks From Google / YouTube) "Veteran game designer Ron Gilbert has been making games since the 1980s, most notably as writer, programmer, and designer for LucasFilm Games / LucasArts, producing classics like Maniac Mansion, Monkey Island, and Indiana Jones and the Last Crusade. Today he is putting the finishing touches on his crowdfunded pixel-art puzzle adventure Thimbleweed Park."
Pixelated popstars: Japan’s dance dance revolution (Jack Needham / Dazed) "Rhythm-based video games dominate Japan’s arcades, and their popularity has influenced everyone from major pop stars to underground electronic producers."
A Video Game Immerses You in an Opera Composed by Dogs (Katie Rose Pipkin / Hyperallergic) "In David Kanaga’s latest game, Oiκοςpiel, an immortal Donkey Koch (of the Koch brothers) commissions a group of dogs to produce a digital opera for an arts festival scheduled for 2100. [SIMON'S NOTE: this game won the IGF Nuovo (art) prize, and you may be able to work out why! Full interview text here.]"
Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) (Jimmy Maher / Digital Antiquarian) "Shortly after completing Maniac Mansion, his first classic graphic adventure, Ron Gilbert started sketching ideas for his next game. “I wanted to do something that felt like fantasy and might kind of tap into what was interesting about fantasy,” he remembers, “but that wasn’t fantasy.” "
Shipping Kills Studios: A Study of Indie Team Dynamics (Danny Day / GDC / YouTube) "In this 2016 GDC Talk, QCF Design's Danny Day (Desktop Dungeons) explains how to keep your indie team alive after shipping a successful game."
Reverse-Engineering The Industry (Ernie Smith / Tedium) "Third-party developers weren’t always quite so revered in the video game industry, but a pair of legal decisions helped them earn their place at the table."
Art of the Impossible (Joel Goodwin / Electron Dance) "I played an amazing looking game this week, Fragments of Euclid by Antoine Zanuttini, a short first-person puzzler that appears to be set inside the art of M. C. Escher. For me, however, it's more like a dry run for William Chyr's Manifold Garden, a game I've been looking forward to for a while now."
The Dazzling Reinvention of Zelda (Simon Parkin / New Yorker) "The Legend of Zelda: Breath of the Wild, which launched last Friday, represents the first true reimagining of the series. Gone are the typical corridors and blockages intended to funnel every player along the same worn narrative lines. In this Hyrule, a wilderness of hills and lakes and mountain peaks, you are free to go wherever you please."
Frustration Can Improve Video Games, Designer Found (Nathan Grayson / Kotaku) "In video games, frustration is often viewed as a dirty word. If you’re feeling frustrated—like you’ve hit a wall and can’t find a way over, under, or around—the designers must have made a mistake. That’s not always the case, though. Sometimes, game makers try to make you feel irritated, or even livid."
Why I love Peggle and hate Peggle: Blast (Henrique Antero / Medium) "Peggle is divine. Peggle: Blast is an aberration. This is a story on how a videogame first touched perfection and then became a vessel for evil. It could be compared to The Fall of the Abrahamic religions, when humankind was collectively expelled from Paradise— if the Demiurge was perverse enough to have invented microtransactions along the way."
The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC's most complex games (Wes Fenlon / PC Gamer) "We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. Our guests: Warren Spector (Otherside Entertainment), Harvey Smith and Ricardo Bare (Arkane Studios), Tom Francis (Suspicious Developments) and Steve Gaynor (Fullbright)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
As for other things going on this week - still relaxing after the end of GDC, & have been playing some Night In The Woods, which is charming & totally my speed of game, as well as Chime Sharp, which is still one of my favorite puzzle games, despite a slightly basic PS4 conversion.
No luck getting a Switch yet (since I only decided I wanted one after playing it at GDC after its release, haha), but there's plenty of stuff to keep us all going on PS4, PC, iPad & elsewhere, right? Talking of that final option, keep an eye on the Apple indie game celebration, which looks like it has some kickass timed iOS game releases like Mushroom 11, Beglitched & maybe Kingdom: New Lands. And onward to the links...
- Simon, curator.]
-------------------
Breaking Conventions with The Legend of Zelda: Breath of the Wild (GDC / YouTube) "In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. [SIMON'S NOTE: Yep, this is pretty much unmissable.]"
Horizon: Zero Dawn and the evolution of the video game heroine (Jonathan Ore / CBC News) "Horizon: Zero Dawn, a massive open-world game set in a lush, post-apocalyptic jungle inhabited by robot dinosaurs, is one of the most anticipated games of 2017. Players take the role of Aloy, a young hunter in a far-flung future, well after most of human society has disappeared in a long-forgotten disaster."
Game Design Deep Dive: Decisions that matter in Orwell (Daniel Marx / Gamasutra) "On a basic level, Orwell is a mostly text-based narrative game that constantly confronts players with choices of varying moral weight. Unlike a typical interactive novel Orwell does not present players with an explicit decision between a set of juxtaposed options (multiple choice) on how to continue the story or which action to take next."
Is Halo Broken? (Nathan Ditum / Glixel) "Today, the series is overseen by 343 Industries, a Microsoft internal studio created specifically for the job. Most recently it helped Creative Assembly to release the in-universe strategy game Halo Wars 2, which is both quite good and unlikely to stop the series’ slow slide to the margins. So what can 343 do to fix Halo? Is it already too late?"
Balancing Metas (HeavyEyed / YouTube) "Meta games and balancing are always interesting to me so I thought it'd be fun to go over how these things can work in different contexts and what forces meta games to evolve."
How two Cities: Skylines modders turned hobbyist work into life-changing careers (Joe Donnelly / PC Gamer) "Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC."
Hookshots, Wii U Maps, And Other Things Nintendo Cut From Zelda: Breath of the Wild (Jason Schreier / Kotaku) "To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyrule’s floor."
The 'Card-ification' of Competitive Gaming (Steven Strom / Red Bull eSports) "Increasingly, though, developers are codifying the benefits of progression behind something new: virtual, collectible cards. From Clash Royale and Hearthstone on iOS, to Halo Wars 2, Paragon, Paladins, Battlerite and a helluva lot more on PC and consoles, digital cards are becoming the de facto method of displaying player skills."
'Rust Belt Gothic': lead writer Scott Benson unpacks the art that inspired Night in the Woods (Nate Ewert-Krocker / Zam) "From Flannery O’Connor to Richard Scarry and Symphony of the Night, we talk with animator/writer/Twitterman Scott Benson about what makes everyone's favorite new indie adventure game tick."
Reviving Ocarina of Time's long-lost Ura expansion (Edwin Evans-Thirlwell / Eurogamer) "The Legend of Zelda series has always dabbled in alternate realities - mirror worlds, sunken pasts, waking dreams, futures that might have been. This is the story of one such lost future, a dream originally dreamt by the developers of The Legend of Zelda: Ocarina of Time, kept alive by a fervent underground community of fans, modders and artists."
Lights, Camera, Distraction: The Problem with Virtual Camera Systems (Jack Yarwood / Waypoint) "The average gamer rarely notices the camera, and when they do it's usually to complain about what's wrong with it. This is in spite of the camera being the most important tool for communicating a chosen situation to the player. Done well, its presence can be almost imperceptible, framing the action perfectly. Done poorly, it can ruin the experience, causing frustration and disorientation."
Meet the Man Behind the Most Acclaimed Board Game in Years (Steve T. Wright / Glixel) "Now, with the second "season" of Pandemic Legacy just around the corner, Glixel spoke with [Rob] Daviau to chat about the cardboard life, his former corporate overlords, and the travails of self-employment."
In the Land of 'Dying' MMOs: Dark Age of Camelot (Robert Zak / Kotaku) "My second time-warp into venerable MMOs takes me to the cross-mythological lands of Camelot, where, after 16 years, a sizeable number of players remain embroiled in a never-ending war."
The importance of cultural fashion in games (Matt Sayer / RockPaperShotgun) "Virginia’s career in cultural fashion began out of a desire for self-expression. After spending her childhood immersed in African culture, she couldn’t ignore the severe lack of traditional African fashion in The Sims’ wardrobe. With nobody else attempting to rectify the issue, Virginia was left with no choice but to take matters into her own hands."
Ron Gilbert: "From Maniac Mansion to Thimbleweed Park" (Talks From Google / YouTube) "Veteran game designer Ron Gilbert has been making games since the 1980s, most notably as writer, programmer, and designer for LucasFilm Games / LucasArts, producing classics like Maniac Mansion, Monkey Island, and Indiana Jones and the Last Crusade. Today he is putting the finishing touches on his crowdfunded pixel-art puzzle adventure Thimbleweed Park."
Pixelated popstars: Japan’s dance dance revolution (Jack Needham / Dazed) "Rhythm-based video games dominate Japan’s arcades, and their popularity has influenced everyone from major pop stars to underground electronic producers."
A Video Game Immerses You in an Opera Composed by Dogs (Katie Rose Pipkin / Hyperallergic) "In David Kanaga’s latest game, Oiκοςpiel, an immortal Donkey Koch (of the Koch brothers) commissions a group of dogs to produce a digital opera for an arts festival scheduled for 2100. [SIMON'S NOTE: this game won the IGF Nuovo (art) prize, and you may be able to work out why! Full interview text here.]"
Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) (Jimmy Maher / Digital Antiquarian) "Shortly after completing Maniac Mansion, his first classic graphic adventure, Ron Gilbert started sketching ideas for his next game. “I wanted to do something that felt like fantasy and might kind of tap into what was interesting about fantasy,” he remembers, “but that wasn’t fantasy.” "
Shipping Kills Studios: A Study of Indie Team Dynamics (Danny Day / GDC / YouTube) "In this 2016 GDC Talk, QCF Design's Danny Day (Desktop Dungeons) explains how to keep your indie team alive after shipping a successful game."
Reverse-Engineering The Industry (Ernie Smith / Tedium) "Third-party developers weren’t always quite so revered in the video game industry, but a pair of legal decisions helped them earn their place at the table."
Art of the Impossible (Joel Goodwin / Electron Dance) "I played an amazing looking game this week, Fragments of Euclid by Antoine Zanuttini, a short first-person puzzler that appears to be set inside the art of M. C. Escher. For me, however, it's more like a dry run for William Chyr's Manifold Garden, a game I've been looking forward to for a while now."
The Dazzling Reinvention of Zelda (Simon Parkin / New Yorker) "The Legend of Zelda: Breath of the Wild, which launched last Friday, represents the first true reimagining of the series. Gone are the typical corridors and blockages intended to funnel every player along the same worn narrative lines. In this Hyrule, a wilderness of hills and lakes and mountain peaks, you are free to go wherever you please."
Frustration Can Improve Video Games, Designer Found (Nathan Grayson / Kotaku) "In video games, frustration is often viewed as a dirty word. If you’re feeling frustrated—like you’ve hit a wall and can’t find a way over, under, or around—the designers must have made a mistake. That’s not always the case, though. Sometimes, game makers try to make you feel irritated, or even livid."
Why I love Peggle and hate Peggle: Blast (Henrique Antero / Medium) "Peggle is divine. Peggle: Blast is an aberration. This is a story on how a videogame first touched perfection and then became a vessel for evil. It could be compared to The Fall of the Abrahamic religions, when humankind was collectively expelled from Paradise— if the Demiurge was perverse enough to have invented microtransactions along the way."
The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC's most complex games (Wes Fenlon / PC Gamer) "We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. Our guests: Warren Spector (Otherside Entertainment), Harvey Smith and Ricardo Bare (Arkane Studios), Tom Francis (Suspicious Developments) and Steve Gaynor (Fullbright)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
As for other things going on this week - still relaxing after the end of GDC, & have been playing some Night In The Woods, which is charming & totally my speed of game, as well as Chime Sharp, which is still one of my favorite puzzle games, despite a slightly basic PS4 conversion.
No luck getting a Switch yet (since I only decided I wanted one after playing it at GDC after its release, haha), but there's plenty of stuff to keep us all going on PS4, PC, iPad & elsewhere, right? Talking of that final option, keep an eye on the Apple indie game celebration, which looks like it has some kickass timed iOS game releases like Mushroom 11, Beglitched & maybe Kingdom: New Lands. And onward to the links...
- Simon, curator.]
-------------------
Breaking Conventions with The Legend of Zelda: Breath of the Wild (GDC / YouTube) "In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. [SIMON'S NOTE: Yep, this is pretty much unmissable.]"
Horizon: Zero Dawn and the evolution of the video game heroine (Jonathan Ore / CBC News) "Horizon: Zero Dawn, a massive open-world game set in a lush, post-apocalyptic jungle inhabited by robot dinosaurs, is one of the most anticipated games of 2017. Players take the role of Aloy, a young hunter in a far-flung future, well after most of human society has disappeared in a long-forgotten disaster."
Game Design Deep Dive: Decisions that matter in Orwell (Daniel Marx / Gamasutra) "On a basic level, Orwell is a mostly text-based narrative game that constantly confronts players with choices of varying moral weight. Unlike a typical interactive novel Orwell does not present players with an explicit decision between a set of juxtaposed options (multiple choice) on how to continue the story or which action to take next."
Is Halo Broken? (Nathan Ditum / Glixel) "Today, the series is overseen by 343 Industries, a Microsoft internal studio created specifically for the job. Most recently it helped Creative Assembly to release the in-universe strategy game Halo Wars 2, which is both quite good and unlikely to stop the series’ slow slide to the margins. So what can 343 do to fix Halo? Is it already too late?"
Balancing Metas (HeavyEyed / YouTube) "Meta games and balancing are always interesting to me so I thought it'd be fun to go over how these things can work in different contexts and what forces meta games to evolve."
How two Cities: Skylines modders turned hobbyist work into life-changing careers (Joe Donnelly / PC Gamer) "Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC."
Hookshots, Wii U Maps, And Other Things Nintendo Cut From Zelda: Breath of the Wild (Jason Schreier / Kotaku) "To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyrule’s floor."
The 'Card-ification' of Competitive Gaming (Steven Strom / Red Bull eSports) "Increasingly, though, developers are codifying the benefits of progression behind something new: virtual, collectible cards. From Clash Royale and Hearthstone on iOS, to Halo Wars 2, Paragon, Paladins, Battlerite and a helluva lot more on PC and consoles, digital cards are becoming the de facto method of displaying player skills."
'Rust Belt Gothic': lead writer Scott Benson unpacks the art that inspired Night in the Woods (Nate Ewert-Krocker / Zam) "From Flannery O’Connor to Richard Scarry and Symphony of the Night, we talk with animator/writer/Twitterman Scott Benson about what makes everyone's favorite new indie adventure game tick."
Reviving Ocarina of Time's long-lost Ura expansion (Edwin Evans-Thirlwell / Eurogamer) "The Legend of Zelda series has always dabbled in alternate realities - mirror worlds, sunken pasts, waking dreams, futures that might have been. This is the story of one such lost future, a dream originally dreamt by the developers of The Legend of Zelda: Ocarina of Time, kept alive by a fervent underground community of fans, modders and artists."
Lights, Camera, Distraction: The Problem with Virtual Camera Systems (Jack Yarwood / Waypoint) "The average gamer rarely notices the camera, and when they do it's usually to complain about what's wrong with it. This is in spite of the camera being the most important tool for communicating a chosen situation to the player. Done well, its presence can be almost imperceptible, framing the action perfectly. Done poorly, it can ruin the experience, causing frustration and disorientation."
Meet the Man Behind the Most Acclaimed Board Game in Years (Steve T. Wright / Glixel) "Now, with the second "season" of Pandemic Legacy just around the corner, Glixel spoke with [Rob] Daviau to chat about the cardboard life, his former corporate overlords, and the travails of self-employment."
In the Land of 'Dying' MMOs: Dark Age of Camelot (Robert Zak / Kotaku) "My second time-warp into venerable MMOs takes me to the cross-mythological lands of Camelot, where, after 16 years, a sizeable number of players remain embroiled in a never-ending war."
The importance of cultural fashion in games (Matt Sayer / RockPaperShotgun) "Virginia’s career in cultural fashion began out of a desire for self-expression. After spending her childhood immersed in African culture, she couldn’t ignore the severe lack of traditional African fashion in The Sims’ wardrobe. With nobody else attempting to rectify the issue, Virginia was left with no choice but to take matters into her own hands."
Ron Gilbert: "From Maniac Mansion to Thimbleweed Park" (Talks From Google / YouTube) "Veteran game designer Ron Gilbert has been making games since the 1980s, most notably as writer, programmer, and designer for LucasFilm Games / LucasArts, producing classics like Maniac Mansion, Monkey Island, and Indiana Jones and the Last Crusade. Today he is putting the finishing touches on his crowdfunded pixel-art puzzle adventure Thimbleweed Park."
Pixelated popstars: Japan’s dance dance revolution (Jack Needham / Dazed) "Rhythm-based video games dominate Japan’s arcades, and their popularity has influenced everyone from major pop stars to underground electronic producers."
A Video Game Immerses You in an Opera Composed by Dogs (Katie Rose Pipkin / Hyperallergic) "In David Kanaga’s latest game, Oiκοςpiel, an immortal Donkey Koch (of the Koch brothers) commissions a group of dogs to produce a digital opera for an arts festival scheduled for 2100. [SIMON'S NOTE: this game won the IGF Nuovo (art) prize, and you may be able to work out why! Full interview text here.]"
Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) (Jimmy Maher / Digital Antiquarian) "Shortly after completing Maniac Mansion, his first classic graphic adventure, Ron Gilbert started sketching ideas for his next game. “I wanted to do something that felt like fantasy and might kind of tap into what was interesting about fantasy,” he remembers, “but that wasn’t fantasy.” "
Shipping Kills Studios: A Study of Indie Team Dynamics (Danny Day / GDC / YouTube) "In this 2016 GDC Talk, QCF Design's Danny Day (Desktop Dungeons) explains how to keep your indie team alive after shipping a successful game."
Reverse-Engineering The Industry (Ernie Smith / Tedium) "Third-party developers weren’t always quite so revered in the video game industry, but a pair of legal decisions helped them earn their place at the table."
Art of the Impossible (Joel Goodwin / Electron Dance) "I played an amazing looking game this week, Fragments of Euclid by Antoine Zanuttini, a short first-person puzzler that appears to be set inside the art of M. C. Escher. For me, however, it's more like a dry run for William Chyr's Manifold Garden, a game I've been looking forward to for a while now."
The Dazzling Reinvention of Zelda (Simon Parkin / New Yorker) "The Legend of Zelda: Breath of the Wild, which launched last Friday, represents the first true reimagining of the series. Gone are the typical corridors and blockages intended to funnel every player along the same worn narrative lines. In this Hyrule, a wilderness of hills and lakes and mountain peaks, you are free to go wherever you please."
Frustration Can Improve Video Games, Designer Found (Nathan Grayson / Kotaku) "In video games, frustration is often viewed as a dirty word. If you’re feeling frustrated—like you’ve hit a wall and can’t find a way over, under, or around—the designers must have made a mistake. That’s not always the case, though. Sometimes, game makers try to make you feel irritated, or even livid."
Why I love Peggle and hate Peggle: Blast (Henrique Antero / Medium) "Peggle is divine. Peggle: Blast is an aberration. This is a story on how a videogame first touched perfection and then became a vessel for evil. It could be compared to The Fall of the Abrahamic religions, when humankind was collectively expelled from Paradise— if the Demiurge was perverse enough to have invented microtransactions along the way."
The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC's most complex games (Wes Fenlon / PC Gamer) "We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. Our guests: Warren Spector (Otherside Entertainment), Harvey Smith and Ricardo Bare (Arkane Studios), Tom Francis (Suspicious Developments) and Steve Gaynor (Fullbright)."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
As for other things going on this week - still relaxing after the end of GDC, & have been playing some Night In The Woods, which is charming & totally my speed of game, as well as Chime Sharp, which is still one of my favorite puzzle games, despite a slightly basic PS4 conversion.
No luck getting a Switch yet (since I only decided I wanted one after playing it at GDC after its release, haha), but there's plenty of stuff to keep us all going on PS4, PC, iPad & elsewhere, right? Talking of that final option, keep an eye on the Apple indie game celebration, which looks like it has some kickass timed iOS game releases like Mushroom 11, Beglitched & maybe Kingdom: New Lands. And onward to the links...
- Simon, curator.]
-------------------
Breaking Conventions with The Legend of Zelda: Breath of the Wild (GDC / YouTube) "In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild. [SIMON'S NOTE: Yep, this is pretty much unmissable.]"
Horizon: Zero Dawn and the evolution of the video game heroine (Jonathan Ore / CBC News) "Horizon: Zero Dawn, a massive open-world game set in a lush, post-apocalyptic jungle inhabited by robot dinosaurs, is one of the most anticipated games of 2017. Players take the role of Aloy, a young hunter in a far-flung future, well after most of human society has disappeared in a long-forgotten disaster."
Game Design Deep Dive: Decisions that matter in Orwell (Daniel Marx / Gamasutra) "On a basic level, Orwell is a mostly text-based narrative game that constantly confronts players with choices of varying moral weight. Unlike a typical interactive novel Orwell does not present players with an explicit decision between a set of juxtaposed options (multiple choice) on how to continue the story or which action to take next."
Is Halo Broken? (Nathan Ditum / Glixel) "Today, the series is overseen by 343 Industries, a Microsoft internal studio created specifically for the job. Most recently it helped Creative Assembly to release the in-universe strategy game Halo Wars 2, which is both quite good and unlikely to stop the series’ slow slide to the margins. So what can 343 do to fix Halo? Is it already too late?"
Balancing Metas (HeavyEyed / YouTube) "Meta games and balancing are always interesting to me so I thought it'd be fun to go over how these things can work in different contexts and what forces meta games to evolve."
How two Cities: Skylines modders turned hobbyist work into life-changing careers (Joe Donnelly / PC Gamer) "Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC."
Hookshots, Wii U Maps, And Other Things Nintendo Cut From Zelda: Breath of the Wild (Jason Schreier / Kotaku) "To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyrule’s floor."
The 'Card-ification' of Competitive Gaming (Steven Strom / Red Bull eSports) "Increasingly, though, developers are codifying the benefits of progression behind something new: virtual, collectible cards. From Clash Royale and Hearthstone on iOS, to Halo Wars 2, Paragon, Paladins, Battlerite and a helluva lot more on PC and consoles, digital cards are becoming the de facto method of displaying player skills."
'Rust Belt Gothic': lead writer Scott Benson unpacks the art that inspired Night in the Woods (Nate Ewert-Krocker / Zam) "From Flannery O’Connor to Richard Scarry and Symphony of the Night, we talk with animator/writer/Twitterman Scott Benson about what makes everyone's favorite new indie adventure game tick."
Reviving Ocarina of Time's long-lost Ura expansion (Edwin Evans-Thirlwell / Eurogamer) "The Legend of Zelda series has always dabbled in alternate realities - mirror worlds, sunken pasts, waking dreams, futures that might have been. This is the story of one such lost future, a dream originally dreamt by the developers of The Legend of Zelda: Ocarina of Time, kept alive by a fervent underground community of fans, modders and artists."
Lights, Camera, Distraction: The Problem with Virtual Camera Systems (Jack Yarwood / Waypoint) "The average gamer rarely notices the camera, and when they do it's usually to complain about what's wrong with it. This is in spite of the camera being the most important tool for communicating a chosen situation to the player. Done well, its presence can be almost imperceptible, framing the action perfectly. Done poorly, it can ruin the experience, causing frustration and disorientation."
Meet the Man Behind the Most Acclaimed Board Game in Years (Steve T. Wright / Glixel) "Now, with the second "season" of Pandemic Legacy just around the corner, Glixel spoke with [Rob] Daviau to chat about the cardboard life, his former corporate overlords, and the travails of self-employment."
In the Land of 'Dying' MMOs: Dark Age of Camelot (Robert Zak / Kotaku) "My second time-warp into venerable MMOs takes me to the cross-mythological lands of Camelot, where, after 16 years, a sizeable number of players remain embroiled in a never-ending war."
The importance of cultural fashion in games (Matt Sayer / RockPaperShotgun) "Virginia’s career in cultural fashion began out of a desire for self-expression. After spending her childhood immersed in African culture, she couldn’t ignore the severe lack of traditional African fashion in The Sims’ wardrobe. With nobody else attempting to rectify the issue, Virginia was left with no choice but to take matters into her own hands."
Ron Gilbert: "From Maniac Mansion to Thimbleweed Park" (Talks From Google / YouTube) "Veteran game designer Ron Gilbert has been making games since the 1980s, most notably as writer, programmer, and designer for LucasFilm Games / LucasArts, producing classics like Maniac Mansion, Monkey Island, and Indiana Jones and the Last Crusade. Today he is putting the finishing touches on his crowdfunded pixel-art puzzle adventure Thimbleweed Park."
Pixelated popstars: Japan’s dance dance revolution (Jack Needham / Dazed) "Rhythm-based video games dominate Japan’s arcades, and their popularity has influenced everyone from major pop stars to underground electronic producers."
A Video Game Immerses You in an Opera Composed by Dogs (Katie Rose Pipkin / Hyperallergic) "In David Kanaga’s latest game, Oiκοςpiel, an immortal Donkey Koch (of the Koch brothers) commissions a group of dogs to produce a digital opera for an arts festival scheduled for 2100. [SIMON'S NOTE: this game won the IGF Nuovo (art) prize, and you may be able to work out why! Full interview text here.]"
Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) (Jimmy Maher / Digital Antiquarian) "Shortly after completing Maniac Mansion, his first classic graphic adventure, Ron Gilbert started sketching ideas for his next game. “I wanted to do something that felt like fantasy and might kind of tap into what was interesting about fantasy,” he remembers, “but that wasn’t fantasy.” "
Shipping Kills Studios: A Study of Indie Team Dynamics (Danny Day / GDC / YouTube) "In this 2016 GDC Talk, QCF Design's Danny Day (Desktop Dungeons) explains how to keep your indie team alive after shipping a successful game."
Reverse-Engineering The Industry (Ernie Smith / Tedium) "Third-party developers weren’t always quite so revered in the video game industry, but a pair of legal decisions helped them earn their place at the table."
Art of the Impossible (Joel Goodwin / Electron Dance) "I played an amazing looking game this week, Fragments of Euclid by Antoine Zanuttini, a short first-person puzzler that appears to be set inside the art of M. C. Escher. For me, however, it's more like a dry run for William Chyr's Manifold Garden, a game I've been looking forward to for a while now."
The Dazzling Reinvention of Zelda (Simon Parkin / New Yorker) "The Legend of Zelda: Breath of the Wild, which launched last Friday, represents the first true reimagining of the series. Gone are the typical corridors and blockages intended to funnel every player along the same worn narrative lines. In this Hyrule, a wilderness of hills and lakes and mountain peaks, you are free to go wherever you please."
Frustration Can Improve Video Games, Designer Found (Nathan Grayson / Kotaku) "In video games, frustration is often viewed as a dirty word. If you’re feeling frustrated—like you’ve hit a wall and can’t find a way over, under, or around—the designers must have made a mistake. That’s not always the case, though. Sometimes, game makers try to make you feel irritated, or even livid."
Why I love Peggle and hate Peggle: Blast (Henrique Antero / Medium) "Peggle is divine. Peggle: Blast is an aberration. This is a story on how a videogame first touched perfection and then became a vessel for evil. It could be compared to The Fall of the Abrahamic religions, when humankind was collectively expelled from Paradise— if the Demiurge was perverse enough to have invented microtransactions along the way."
The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC's most complex games (Wes Fenlon / PC Gamer) "We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. Our guests: Warren Spector (Otherside Entertainment), Harvey Smith and Ricardo Bare (Arkane Studios), Tom Francis (Suspicious Developments) and Steve Gaynor (Fullbright)."
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