Jamin makes some interesting predictions about the future of gaming I wanted to share. He seems to think that at some point the idea of watching and playing video games will cross together more to create a kind of game/spectator hybrid experience. He cites Twitch Plays Pokemon as a recent example.
He makes a few other interesting predictions too. What do you think, where will gaming be in five to ten years?
This is totally late, but I just thought of something that sounded more interesting than the 5 or 6 other things I was going to predict. I think that, within the next 10 years, someone (or a consortium of ones, a Gaming UN, if you will, with the ironic acronym of G.U.N.) will offer a free-to-play hardware (i.e. console) option. Then, we will finally have a single console system environment. Microsoft, Sony, Nintendo... hell, anyone that wanted to contribute, could invest a fraction of their R&D and production costs into building a universal hardware environment. All of the games would either go free-to-play or subscription based. Master Chief, Mario, and Nathan Drake could live in relative harmony. The Big Three could still make money off of peripherals (all conformed to universal standards, like USB) and in-house games and services (they could still host XBox Live, PSN/PS+, etc, and charge their normal (or increased) subscriptions).
The way I see it, at this point in time, all of the console hardware seems to be normalizing, and to the point where they are indistinguishable from a good gaming PC. They are spending all this time and money just to develop a compact gaming rig that won't burn your house down after it's been in use for 8 hours straight. Console life cycles are getting longer, too. Investing in a 10-year solution seems like it would be a win/win for everyone. A standard gaming console. A SteamBox, really, but one that everything could play on.
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I wonder just how many plots they can come up with that involve killing Diablo.
jdodson Admin Post Author
wrote on 05/08/2014 at 03:36am
All the plots of games people keep buying. I don't even mean that in a cynical way, I bet the franchise will live on forever. Then again, I really don't mind that as i've really enjoyed what they have done so far.
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Hyper Light Drifter is an upcoming 2D action RPG. Like many of you I was dazzled with the Kickstarter and am on the edge of my seat awaiting more information on it's development. After the last trailer dropped at PAX East I wanted more information on how things were progressing with the game and contacted Heart Machine Games.
I decided to take a different approach to this interview and reached out to one of my friends Alex Atkins, the lead writer of Monsters Ate my Birthday Cake. We are both excited about the game and he agreed to toss a few questions in the interview to give it a different perspective.
Alex Atkins: Many developers (and artists in general) are influenced by things that don't directly relate to their art, such as the lyrics of a song influencing the story of a video game. Are there any such instance for the Heart Machine team? Are there any specific cases of something outside the arena of video games (such as film, literature, music, or otherwise) that have profoundly affected your creative process?
Alex Preston(Heart Machine Games): Of course. I think we're all deeply affected by great film and music and literature of any kind, with the qualifying factor of "good". A major influence for myself in creating this game has been Miyazaki films, primarily Nausicaa.
jdodson: So far, the story details of Hyper Light Drifter are pretty sparse. I am wondering if you can share a bit about The Drifter?
Alex Preston(Heart Machine Games): Intentionally so! I don't want to spoil anything. I prefer people to experience the story and character progression themselves once they play.
Alex Atkins: After some playtesting at PAX East, the character animations seem a bit 'framey', is this an intentional allusion to a bygone era of games with limited hardware and choppier framerates?
Alex Preston(Heart Machine Games): Hmm, not sure precisely what you may have noticed; our animation is fairly fluid, as each character is loaded with a large amount of hand drawn frames. There are a few milliseconds of hold on the attacks and some other moments to add impact and weight to the gameplay. Could be the build had some frame rate stutter, as it is still pre-alpha.
jdodson: If you could work on any video game property what would it be?
Alex Preston(Heart Machine Games): Maybe F-Zero. I say maybe since the answer would likely be "none" if confronted with that in actuality; I very much enjoy creating my own worlds to experience.
jdodson: How long have you been working on Hyper Light Drifter? How has it evolved from your early concept of what you wanted it to be?
Alex Preston(Heart Machine Games): About 2 years of concepting, experimentation, lore building, and some loose dev work. It's evolved into something much more cohesive and gratifying, due to having a full team now. Everyone at Heart Machine has great input, ideas and abilities, so it's far better than what I could have produced by myself.
Alex Atkins: Why did you choose Game Maker over other engines such as Unity?
Alex Preston(Heart Machine Games): We are most familiar with GM, and it's very fast and cheap to iterate on. Unity is less suited for 2d, and none of us are as comfortable with a 3d toolset in the first place.
jdodson: Imagine yourself in the following scenario. You are in a abandoned 1950’s town and you hear a distant siren. After some searching you realize you are in a nuclear test area and the bomb is close to dropping. You notice a lead lined fridge. What do you do?
Alex Preston(Heart Machine Games): Search the fridge for a (hopefully delicious) final meal.
Alex Atkins: How has it been working with Rich Vreeland (Disasterpeace?)
Alex Preston(Heart Machine Games): Rich is a gentleman, and a super talent. He understands the project and process well and adds such a magical quality. I'm always so damned excited to hear his next track; music is such an integral part of the experience.
Alex Atkins: You received a very generous sum of financial assistance with your kickstarter, but do you care to give any figures or insight on how the inevitable ‘dropped’ payments have affected Hyper Light Drifter’s development? Especially if the total amount paid after drops brought you below a stretch goal that to an outside observer appears paid for?
Alex Preston(Heart Machine Games): Sure. It was a decent chunk, a percentage point or two, on top of the fees for KS and Amazon, so it absolutely takes away from the final budget. It's inevitable with mass payment systems. However, I think it has balanced out; our humble bundles have helped to offset losses like that for the most part.
Alex Atkins: Any regrets on the offerings of the kickstarter reward tiers (i.e. you wish you hadn’t told people you’d give them that)
Alex Preston(Heart Machine Games): The t-shirts were stuck in the middle of the tiers and did not "travel" up through the other tiers by default, so things got a bit messy because of it. It's been a pain to deal with that, but I don't regret offering them. Otherwise, I'm sure we will continue to find some level of difficulty or quirks when producing and distributing the remaining goods, as always happens with physical product. The KS tier/survey system could use some fine-tuning to help ease those pains.
jdodson: In an age of triple A games pushing 3D further to melt video cards many, Indie titles are made with pixel art. As someone making a modern pixel art game I am curious what you think about pixel art in the modern age of gaming? Do you think it will always have a place in modern gaming?
Alex Preston(Heart Machine Games): I think it will always have a place, just as hand drawn animation in film and television still does after 3d took the lead. It's an incredibly unique aesthetic with a massive dose of nostalgia attached, and there's plenty more to be done within it's limitations.
jdodson: Thanks for taking the time to answer our questions. Anything last thing you want to say before we wrap things up?
Alex Preston(Heart Machine Games): Thanks for the questions! Final comment: thanks to everyone that came and played the game and took the time to speak with us at PAX.
I want to thank Heart Machine Games for the interview and wish them to a speedy launch of Hyper Light Drifter!
Some really interesting information about everyone favoriate producer of the Elder Scrolls games. I had no idea they started out making Gridiron for the Atari 2600.
"Test your skills in confined areas while fighting gravity (and walls) or brave the asteroid fields in zero gravity and experience firsthand the weirdness of the friction-less void."
Hard Lander is a really cool new co-op game by one of my Portland developer friends, Nic Blondi. I have played a few versions of Hard Lander as it has made its way through development and I am pretty excited to see it launch on Ouya. Hard Lander is a blast to play with other people and one time while playing it with Justin Baldwin(Monsters Ate My Birthday Cake) I got pretty good at ramming into him such that he would lose the match. And really, that's a ton of the appeal of Hard Lander, it's a really cool game to try anything with and watch your ship fly apart.
Because, really, blowing up a rocket ship should be fun.
After I heard about Hard Lander's Ouya debut I sent some questions over to Nic and he got back to me. I wish him well with the Ouya launch and hope people find it as fun as I have.
jdodson: Hey Nic, I am curious what the tech you used to build Hard Lander is?
Nic Blondi: I used the Unity engine in the development of Hard lander. I used the "2d toolkit" plugin to help with Sprites and the Ouya ODK plugin which allows Unity to build for the OUYA. Getting the controllers took quite a lot of time. The guy that made the game Clark (http://goldentricycle.com/) released some code that helped with this quite a bit by releasing some code to help the rest of the community out.
jdodson: Will Hard Lander be coming out on any other platforms other than the Ouya? This looks perfect for couch co-op on a Steam Machine.
Nic Blondi: My plan is to keep updating the game on OUYA to get feedback and add more content for a month or so. I think my next port will be for Fire TV since I hear it's a fairly simple port for an OUYA game. After that I want to build for steam. I really love the idea of the Steam machine. When I have friends over I often find myself awkwardly hooking my laptop up to my TV. I want to port to Steam if for the only reason that it would give me a good excuse to get myself a steam machine. Do you have any suggestions for a good, cheap option?
jdodson: Right now my suggestion is to hold out for the Alienware Steam Machine but it seems to be coming out later this year and will most likely ship for $500. That's not cheap but there will be others that might go lower in price, I am not entirely certain though. That said, I am 99% sure I will get the Alienware box when it ships.
jdodson: I've played Hard Lander and it lives up to it's name well. Curious though, if you were going to design "Easy Lander" how would it be different?
Nic Blondi: The difficulty if flying the landers is, for me, what makes the game fun to play even after hundreds of hours spent "testing" it. If I was going to make flying easier I think I would have to add other elements to the game to compensate for the joy of mastery with something like weapons, items, alternate goals etc. Maybe giving ships custom load-outs would be fun. Allowing players to amass money which they could spend on shields, weapons, devensive drones, and autoturrets would be fun to try.
jdodson: Which Star Wars prequel episode do you consider the best film?
Nic Blondi: I've never been a star wars buff. The old ones make me feel like I'm watching the cosby show in space.. too dated to draw me in. And the prequels were all pretty confusing. But If pressed I will say Episode 1 was the best because the amount of feathers ruffled by Jar Jar Binks continues to this day. I expect it to be the most enduring as a result.
jdodson: After Hard Lander is ported everywhere you care to and updated what are your plans for next?
Nic Blondi: I don't know what I will be doing when Hard lander is put to bed. I am perpetually working on prototypes so I think once I find one I can't put down, I think that will be my next game. Here is a small sample of prototypes I have worked on in the last year:
A tactical arcade shooter featuring robocop and his domestic problems.
A 3rd person 3d roguelike where the maincharacter is a golum who pulls pieces of his body of to spawn new tools and upgrades.
an isometric action puzzle game where you control an ice-cube lost from his iceburg.
An earth defense game where you manually pilot a space ship into orbit to release satellites which interface with special towers that you build to gain money, fire rockets, and otherwise defend the planet from asteroids and invading aliens.
A submarine multiplayer game where you control the force and direction of two propellers on either side of your ship which allow you to move in very controlled manner and shoot your opponents. Kind of like the spiritual successor to hard lander.
Another one I want to prototype but I haven't is a unicycle game where you control the speed and direction of your pedals and the weight of your rider. Basically a unicycle sym :D.
Add this one to the seriously awesome rumor mill dept. It seems Silconera has found some interesting information about a possible re-launch of the classic game, "No One Lives Forever."
"Siliconera has discovered that Night Dive Studios, a company that republishes PC classics like System Shock 2, has filed trademarks for No One Lives Forever, The Operative, Contract J.A.C.K. and A Spy in H.A.R.M.’s Way, all of which are game titles connected to the franchise.
Night Dive Studios CEO Stephen Kick got back to us with the following statement: “At this time we are unable to comment on future plans. I would like to add that our team has a great fondness for these games and our hope is that they will one day be re-released."
Minecraft fans are amazing. When the game first dropped and got popular people spent lots of time building cool stuff in the game. One such thing I will never forget was The Enterprise that was featured in the Minecraft movie. Seems someone decided that the floating city of Columbia, as seen in BioShock infinite needed to be built.
This is pretty impressive, but that Game of Thrones business is completely insane! I will never play Minecraft again, having the knowledge now that I'm doing it all wrong.
jdodson Admin Post Author
wrote on 05/02/2014 at 03:40pm
Yeah. I sort of treat Minecraft like my own personal survival island game. So very lonely.
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"You've all had it too easy for too long. Sitting there, building your prisons, not caring about deaths or insolvency. Well NO MORE! We've introduced failure conditions and now, if you f**K up it's game over.
We've also graded all prisoners on four scales: Punishment, Reform, Security and Health. You can check these out in the rap sheet and when summed over the whole prison you end up with a score. Lefty-liberal reformist paradise or super-right super-max super bad ass punishment amplifier - you go ahead and max those stats. The Punishment Inspector shall be pleased."
Really enjoy seeing this latest batch of Prison Architect updates. Introversion has added endgame failure states which are pretty interesting. Too many people die in your prison? You get in trouble for criminal negligence and become a prisoner in your own prison. Have a riot that goes on too long? The national guard will come in and take over your prison.
Introversion also added a scoring system for the chance your prisoners will reoffend. With all these new changes, it seems they are getting closer to the final game. Unsure what else they plan to add to the game but it is pretty awesome to see all they have added to it till now. I started with a pretty early alpha build but it was already loads of fun and it just keeps getting better.
You can nab Prison Architect on Steam for Linux, Mac and Windows right now for 66% off so get it now if you are interested.
In this episode of the Cheerful Ghost Roundtable we talk about what we are playing, drinking and dive right into talking about Star Wars Episode VII and the recent E.T. dig. What horrible games would you bury 50 feet under the ground to never be played again?
We talk about all of that. So yay for you.
What We are Playing & Drinking
0.52m Travis: Diablo III: Reaper of Souls
2.45m WhiteboySlim: Diablo III, Knights of Pen and Paper +1
5.30m Scrypt: Risk of Rain & Road Trip
7.19m jdodson: Wayward Souls & Age of Mythology Extended Edition
My only casting concern in SW EP VII is Cari Fisher. She of course has a very important role in the original movies, but The last time we saw her in SW she was super hot rocking a golden bikini. Now she kind of looks and talk like the hunch back of Notre Dame. I'm a terrible person, I know.
It is a shame that we couldn't have seen those original characters (during their prime) continue to develop on the big screen. I'm sure Han and Leia will take on some kind of Owen and Beru role, making blue milk smoothies in the kitchen, reminiscing of times we never got to see.
@jdodson, speaking of Humble Bundle, did you click over to see the actual bundle this month? Image comics! East of West, Lazarus and Saga are all good reasons to pick that up, for anyone interested in having their world rocked.
jdodson Admin Post Author
wrote on 05/02/2014 at 12:50am
@Matt_Derkson: Yeah, you are a terrible person so please feel bad. :trollface:
That said, I hear you but it's not a huge thought in my mind. Carrie Fischer looked like Princess Leia and now she likes more like Queen Leia. Which is to say, she is old enough to be someones Grandma and looks the part now. This isn't a slam, grandparents are awesome BUT most of them I never had the hots for so it's strange.
@scrypt: I am happy we are getting this far. I would have wished a 30/40 something Luke doing cool shit and it stinks we won't get it, but I am happy that we can finally point the Star Wars camera at these actors and see something new.
As far as the new bundle, yeah I did see it. I got the ol' Audiobook bundle and it's great but I still haven't listened to any of them. I love the idea of the Comic Book bundle I just think it will turn out similarly to the Audiobook bundle.
Let the characters act their age! This is like real life, people get older, it happens. I guarantee we'll see Luke doing some cool shite, a la Yoda. He's older, but that just means he knows how to kick ass better than the wet behind the ears Jedis coming up. I for one am looking forward to the new series, especially with the combo of Kasdan/Abrams. And for all you pups, Lucas first envisioned the series as a 9-parter (see OLD interviews), so finally it's coming through.
You may have noticed that most shooters only enable you to play them in one way. Run and gun. Looks like the new Wolfenstein game has considered this and is designed to allow you choice in how you approach it. Not only can you run and gun, causing mad amounts of carnage and also paint the world with the blood of your Nazi foes. It seems Machine Games is also enabling people to play with a stealth mode style.
If you are the more "hang back and slit throats while taking some sniper shots at the Nazis" type of person, they seem to have you covered. All told I enjoy the "run and gun carnage" but I also really loved the stealth aspect of the recent BioShock Infinite DLC Burial At Sea Part 2.
Excited to try my hand at both styles when the game drops.
I've never experienced a lead-up to a game like this except maybe Bioshock Infinite. Every trailer that comes out is better than the last, and it just gets me more and more pumped. I can't wait to get my hands on this one.
jdodson Admin Post Author
wrote on 04/30/2014 at 03:17am
Bethesda is really keeping the marketing going on this all the way to launch for sure.
Gameplay looks solid, and worth getting excited over. If id can pull it all together with a somewhat compelling story, I'll be thrilled. Consider me very interested.
jdodson Admin Post Author
wrote on 04/30/2014 at 03:26pm
iD isn't making this game Machine Games is.
jdodson Admin Post Author
wrote on 04/30/2014 at 03:27pm
But I agree with the great narrative bit, I hope it has one too.
jdodson Admin Post Author
wrote on 04/30/2014 at 06:25pm
Right. They have farmed out the last few Wolf games to external studios and this is continuing that. I think the last one they made was Spear of Destiny.
Yeah, I'm under-spec as well. Considering Ps4 option, or the possibilities of upgrading my PC, but then I'd need a new processor AND video card. Maybe a power supply. Probably more hard drive space, too. Definitely. Definitely more hard drive space.
jdodson Admin Post Author
wrote on 05/01/2014 at 04:05pm
Well. My power supply on my PC isn't great BUT there is a new Nvidia card that supports it. It's the low power high spec option Nvidia releases every so often. Let me rustle up the info here...
Ok so it's the GTX 750. It doesn't require anything more than to plug it in.
I will tell you that some of my specs are just under the minimum requirements for Assassins Creed 3 and 4, and both of them run perfectly on almost maxed out settings. So it may run perfectly, or may sputter along, depending on how much of a margin they allowed.
Ah, this is telling: "The system requirements are based on the game being a next-gen experience running at 60fps. These are the system requirements to deliver the PC game as it was intended to be experienced."
So you can probably get a this-gen or last-gen (whatever the hell we're calling the PS3 and 360 generation now) experience with your setup.
jdodson Admin Post Author
wrote on 05/01/2014 at 05:44pm
Nice. I plan on getting the 750 some time this year, but prob not before New Order comes out.
My setup works pretty well for 90% of what I throw at it BUT Diablo III is lagging a bit more than i'd prefer.
Really? Katie's laptop is using the Intel 3000 series integrated video and she doesn't have any issues with it. She does have Low FX turned on though, which I've actually considered myself at times for different reasons-- when you have a Wizard or a Monk with Epiphany spamming the screen with all kinds of colorful effects, it's easy to lose the action.
jdodson Admin Post Author
wrote on 05/01/2014 at 05:59pm
Yeah, I run D3 @ 1920x1200 and don't skimp too much on the VFX. Most of the time, it's fine but more oft that not on Reaper, things chug.
It's a pretty hefty machine beyond the video card though. I'd LIKE to run it at my full res of 2560x1440 on the GTX 750 but that might be wishful thinking :D
Did you see the size of that download? 50Gb! I'll wait and get it used on the Ps4. It might take a few weeks to find a used copy, but that's probably how long it would take me to download that on Steam.
jdodson Admin Post Author
wrote on 05/01/2014 at 07:22pm
Yeah I did. One one hand, YAY it should look fantastic. On the other hand, Comcast is going to shut me off in the middle of the month.
Good thing the cap isn't enforced in my area right now.
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This is totally late, but I just thought of something that sounded more interesting than the 5 or 6 other things I was going to predict. I think that, within the next 10 years, someone (or a consortium of ones, a Gaming UN, if you will, with the ironic acronym of G.U.N.) will offer a free-to-play hardware (i.e. console) option. Then, we will finally have a single console system environment. Microsoft, Sony, Nintendo... hell, anyone that wanted to contribute, could invest a fraction of their R&D and production costs into building a universal hardware environment. All of the games would either go free-to-play or subscription based. Master Chief, Mario, and Nathan Drake could live in relative harmony. The Big Three could still make money off of peripherals (all conformed to universal standards, like USB) and in-house games and services (they could still host XBox Live, PSN/PS+, etc, and charge their normal (or increased) subscriptions).
The way I see it, at this point in time, all of the console hardware seems to be normalizing, and to the point where they are indistinguishable from a good gaming PC. They are spending all this time and money just to develop a compact gaming rig that won't burn your house down after it's been in use for 8 hours straight. Console life cycles are getting longer, too. Investing in a 10-year solution seems like it would be a win/win for everyone. A standard gaming console. A SteamBox, really, but one that everything could play on.