https://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-1-2016-05-30
A Great GDC Design Talk from MTG Designer Mark Rosewater
Here's another great talk I wanted to share for those interested in game design. It's Mark Rosewater who has worked on Magic the Gathering for over 20 years. He's super easy to listen to and his observations cross into all aspects of games.
https://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-1-2016-05-30
https://magic.wizards.com/en/articles/archive/making-magic/twenty-years-twenty-lessons-part-1-2016-05-30
The Witcher Series Design Process
The Witcher III is one of my favorite games to date with high hopes on Cyberpunk 2077. Here is a great video from one of Game Designers over at CD Projekt Red. If you're interested in game design he really hits the covers some awesome methods for creating good designs.
Will Game Services Ever Think Globally?
Does anyone else find it strange that big global companies
like Amazon, Sony, Microsoft, etc. don’t think globally? As a game developer you move a lot and not necessarily
within your country. Very often people
move to different countries to work in the field.
So let’s say you move from the US to Canada. When you moved you certainly aren’t going to buy all new consoles, & why would you? Maybe you will when you find your Sony and Microsoft accounts don’t transfer across borders. You can no longer add money to the accounts
to buy games because you have a US account and you can't use your new credit card with a Canadian billing address. Calling them for help
you’re told nothing they can do. And don't think buying a points card will work, codes only work in the country of the account. Meaning if you have your US Sony account and you buy a points card at a Canadian Best Buy the code won't work.
Blizzard is the same, if you made a US account you cannot change the address to Canada to buy loot crates or items in your Blizzard games. Steam allows you to change countries but recently changed their policy so you cannot gift games to other countries because of “regional restrictions." So forget buying that game to
your relative back in the States over Steam. It’s
not just game services. Most online
stores will only allow you to ship to the same country as your credit card’s
billing address. This makes holiday gift giving a nightmare every year.
Ironically the companies blocking you from using things
across borders hire game developers from all over the world. They
will come and encounter these limitations on the very systems they are
developing games for.
As the world get smaller and smaller game services should change to meet the needs of people that don't stay in their hometowns their entire lives.
Labels:
Amazon,
Blizzard,
customer support,
global economy,
Microsoft,
PS4,
Sony,
Steam,
Xbox
Farcry 5 Is In Stores Now
Another game in the hopper. Farcry 5 released today. I hope you all enjoy it. It was very interesting working on a Farcry
game based in the US, created by a French company in Canada. I was a Senior Level
Designer on this title at the Toronto studio, which focused on the Northern
region of the game. I’m very proud of
the work we all did on Farcry 5.
I had to do most of my development with the sound off. The words of the cult leader, the Father in my ears all day was getting to me. I think
it has an unsettling familiarity that Americans such as myself can feel.I could write a whole thing about that but I'm not sure what I'm allowed to talk about so just play it and see if it speaks to you as well.
I grabbed a PS4 copy in hopes that I will buy a PS4 someday. lol
Dev Stream of Return to Castle Wolfenstein
Twitch doesn't keep videos around forever so you can also check it out over on YouTube. https://youtu.be/jjtjYir9dmI
In the video I talk about what working at Gray Matter was like back in 2000 and the industry in general. Please join me if you can and sub to my channels. Thanks
How Times Have Changed
I'm getting ready to stream some Return to Castle Wolfenstein on Twitch Monday Feb. 5th. So I installed it to ensure it still runs and it ran perfectly.
When you quit out you are shown the credits screen and I found it amazing. Today on a project like Call of Duty or Farcry it takes hundreds and hundreds of people and multiple studios to create a game. But back on Return to Castle Wolfenstein we made the entire single play game with just 18 people. Sure they had Nerve Studio make the multiplayer but today they would never dream of letting such a small number of people tackle a major AAA title.
When you quit out you are shown the credits screen and I found it amazing. Today on a project like Call of Duty or Farcry it takes hundreds and hundreds of people and multiple studios to create a game. But back on Return to Castle Wolfenstein we made the entire single play game with just 18 people. Sure they had Nerve Studio make the multiplayer but today they would never dream of letting such a small number of people tackle a major AAA title.
Has My Career Been a Success??
Over the years I have found my career in the gaming industry
a strange mix. On the one hand I’ve
without a doubt devoted myself to my career having started back in 1997 as a lowly
phone rep at Activision and clawing my way to design in 2000. From then to today I’ve worked on many AAA
titles and have the respect of many of my peers. But on the other hand I’ve found a kind of
emptiness in that I’ve only worked on what feels like other people’s
ideas. Certainly I’ve had creative input
to the content of Wolfenstein, Quake, Farcry, titles but none of them are what
I would call “my game.” They weren’t my concept.
Do I have my own idea?
Wow! Certainly! I’ve been
documenting my design ideas since the early days and have many fresh takes and completely
new concepts. Back in 2000 I and a small
group of people from what was Gray Matter studios pitched one of my ideas to
Activision. They loved the idea but we
were really “green” and they wanted us to get a few more titles under our belt
before they would be willing to fund us as an indie company. So we all drifted into our separate careers
in Ubisoft, Infinity Ward, Treyarch, and others.
With the accessibility
of game engines like Unity, Unreal, and
others why haven’t I jumped in and started doing my own thing? Well that is a question that haunts me daily. First of all it’s often hard to work on games
all day and then come home and work on games all night. I know it’s a very
popular assumption that working on games isn’t work but it really is. Like the saying goes, “All work and no play
makes Jack a dull boy.” Also it’s one
thing to work in a particular role and something very different to assume all
roles. The stack of work gets rather high
when you realize you have to do it all yourself. I can certainly handle the game design and
level design. I have an art degree so I
could fill the role of art and modeling.
I have done scripting so I could handle some light code. But I am certainly NOT a programmer. Numbers and I have not been friends in the
past and I’m not thrilled with the idea that I need to learn serious
programming. My experience has been that
if what you want to do is not something you’re engine can do then you’re on the
right track. You’re not going to break new
ground doing what everyone else is doing.
But to bend the rules you need to program a way to do it. So in that lies the turmoil. The obvious solution is to get a programming
partner but I am soooooo reluctant to involve someone else.
Another hurtle is that as a designer most studios don’t
allow us to have side projects. You are
in breach of your agreement if you are either designing for someone else or
yourself while working for a studio.
Luckily Ubisoft has an option.
You can pitch your idea to them and if they are not interested they will
sign a “Right of First Refusal” agreement that allows you to freely work on
it. Of course there is a chance they
would be interested which for me would be tragic. You could say I have trust issues and that
would be pretty true. Like letting your
child out into the world, really you can only hope for the best and I’m just
not ready to do that yet.
So I should be able to sit back, proud of my career accomplishments thus far and
the big AAA titles I’ve worked on. But I
really envy the little indies that aren’t following the money making trends and
are chasing their dreams. I might get
there eventually fingers crossed.
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