New Report Reveals Why PlayStation Shuttered Its AAA VR Studio

A new report has shed further light on the decisions taken by Sony to close its AAA VR studio, Sony Manchester five years after its creation.

According to a report published by Polygon, the studio’s closure back in 2020 came off the back of a restructure in key positions of Sony’s hierarchy that triggered a review of the company’s portfolio. Following the appointment of Hermen Hulst as PlayStation’s new head of Worldwide Studios and Shuhei Yoshida’s transition into a new position as head of independent developer initiatives, Sony’s Manchester-based studio reportedly found itself under more scrutiny to show progress with its work, before being closed shortly afterwards.

Founded almost five years prior, Sony Manchester started out as a small development studio poised to create Sony’s next big entry into the VR space. Despite the studio’s secretive development processes and lack of published titles, sources revealed to Polygon that Sony Manchester had been working on a Helicopter-based VR title named CSAR: Combat, Search, and Rescue.

Within the game, players would fly around a map rescuing people from the cockpit of their helicopter whilst gunning down enemies that posed a threat to their mission. Within the cockpit, players would be joined by a co-pilot as they flew between different locales and a central base in the form of an aircraft carrier, which would double up as a mission select hub.

Sony Manchester’s progress on the title was reportedly hindered by a number of aspects. Issues on the game varied from concerns around its art style to gameplay factors based on how the title’s combat and rescue missions would actually work. Multiple former employees told Polygon that a number of the issues surrounding progress on the title were tied to higher-ups within the project.

Overseeing the project was the then-vice president of Sony Worldwide Studios Eric Matthews (who was also a co-founder of Bitmap Brothers) and Sony research director Mark Green. The acting co-lead designers were based 200 miles away in London and would apparently visit the studio roughly once per week.

The former employees pointed to the pair’s apparent micro-management approach to the project, which some staff felt bottlenecked its development. Matthews and Green are also said to have taken a “particularly hands-on” approach during their weekly visits to the studio, during which they would allegedly alter a range of factors on the project and encourage programmers to leave certain elements of the title exposed for further tweaking at a later date, slowing down development repeatedly.

A former employee spoke to Polygon about the problems they felt the studio faced. “Communication was an issue,” said the staff member. “Eric and Mark were not open to it at all. People tried to offer small ideas on how to do the tasks they had on their plates, but [they] often got rejected, unless it was done exactly how they wanted. […] We had a producer but she couldn’t really do her job as they didn’t like any detailed plans. I’m sure that this infinite tweaking and iteration worked fine for the Bitmap Brothers games in the 80s, but it was a bit out of place here. New enemy types would take months — and we’re talking blocky tanks. It was all just a pre-production concept. It was just a graybox for years.”

After a number of staffing changes within the VR studio, Matthews and Green moved its design team to London in the hopes to try and speed up progress on the title. Despite the team allegedly making some late progress on the title, Sony announced in February 2020 that it was closing Sony Manchester. Since then, a number of its members have moved on to work for other studios in the northwest region of England.

In other Sony news, we recently reported that Epic Games offered Sony a fee in the region of $200 million to bring first-party PlayStation titles onto PC. The documents unearthed in a legal battle between Epic Games and Apple noted the Fortnite developer’s offer was made to get Sony to put at least four first-party games to PC.

Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

PlayStation Plus: $30 for a 12-Month Membership (Save 50%)

PlayStation Plus is currently down to just $30 for new subscribers. That’s 12-months of the online subscription service, now available at 50% of the cost. This is perfect for anyone who has only just picked up a PS5 or is joining the PlayStation ecosystem for the first time. This is a limited time offer and will expire on August 30.

PS5 PS Plus users also get access to the PS Plus Collection, including free games such as God of War, Bloodborne, Days Gone, Fallout 4, Batman: Arkham Knight, and more.

PS Plus 12-Months Now $30 (New Subscribers Only)

PlayStation Plus includes benefits such as free games every month, 100GB of Cloud Storage, PS Plus Collection (PS5), online multiplayer access, and exclusive member discounts.

PS Plus games for August 2021 include Hunter’s Arena: Legends, Plants vs. Zombies: Battle for Neighborville, and Tennis World Tour 2. All are available until September 6.

PS5 Games and Accessories on Sale

Robert Anderson is a deals expert and Commerce Editor for IGN. Send him awesome gaming screenshots @robertliam21 on Twitter.

Get More Than $100 Off Lifetime Access To This Award-Winning Documentary Streaming Service

Discovering an incredible documentary is an amazing experience – the best documentaries can be inspiring and uplifting, tell powerful stories that stick with you for years to come, and can even totally change your view on life.

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Whether you want to broaden your perspectives, be entertained, or have your mind blown, CuriosityStream HD has a documentary for that, thanks to its library of thousands of the world’s very best documentaries in nature, history, science, and more, as well as exclusive originals, from the world’s leading experts, including David Attenborough, Michio Kaku, and Brian Greene for starters.

With your lifetime subscription, you’ll be able to stream or download documentaries to watch offline, anywhere, in HD and 4K on your TV, desktop, mobile, tablet, and more devices. Simply, if you love documentaries – or being the person with all the interesting facts and winning trivia knowledge – you’ll love CuriosityStream’s programming.

Plus, with new content added every single week, you’ll never run out of incredible new shows and films to watch, either.

CuriosityStream has earned a ton of awards since its launch – which is probably to be expected, considering it comes from media legend John Hendricks, the founder of Discovery Inc. It’s been rated an impressive 4.7/5 stars on the Apple App Store, and 4.3/5 stars on Google Play, and was given a 4/5 star review score by the tech experts at PC Mag.

Start streaming unlimited documentaries for life with a CuriosityStream HD Plan: Lifetime Subscription, on sale now for $149.25 when you enter the coupon code STREAM25 at checkout (reg. $250).

Elon Musk Says Tesla Will Release Humanoid Robots Next Year

At Tesla’s AI Day event, Elon Musk unveiled the Tesla Bot – a humanoid robot that uses much of the tech found in Tesla’s car to perform such tasks as getting groceries or attaching a bolt to a car with a wrench. Oh, and a prototype is set to be ready next year.

The Tesla Bot will stand at 5’8″ and will weigh approximately 125 pounds. Fortunately, for those who fear a possible robot uprising, the team at Tesla is building the Tesla Bot in a way that “you can run away from it… and most likely overpower it.”

This goal is seen in some of the Tesla Bot’s specs, which give it a top speed of 5 MPH, a Carry Capacity of 45 pounds, a Deadlift of 150, and an Arm Extend Lift of 10 pounds.

The Tesla bot will use much of the same tech that is found in its cars, including the Full Self Driving hardware, and it will come equipped with eight cameras and a high-tech screen in its head.

Musk and Tesla want this new Tesla Bot to perform “dangerous, repetitive, and boring tasks” like picking up groceries or fixing a car. These bots would ideally be added to our workforce, and Musk posits the question as to what economy actually is to explain his thoughts.

“What is economy? It is, at the foundation, it is labor,” Musk said. “What happens when there is no shortage of labor?” If all goes well in Musk and Tesla’s plans, these Tesla Bots will fill those gaps and ensure there are enough workers to go around, even if they aren’t living and breathing people.

Tesla is fully in on working on the Tesla Bot – which has a code name of Optimus Prime – and it has encouraged those who want to be part of the future of AI and this Tesla Bot’s development to join their team.

The Tesla Bot is only one of the many projects in the works at Tesla, including the Blade Runner-inspired Cybertruck. This news also comes alongside a US investigation into Tesla’s autopilot after a number of its vehicles have collided with parked emergency vehicles.

Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Ghost of Tsushima Director’s Cut | Japanese Lip Sync Comparison

A point of contention for some players during the release of Ghost of Tsushima was the lack of lip sync when playing with Japanese audio. Considering the game’s setting and how playing it in Japanese is featured as a selling point when you start the game, this exclusion did hurt those looking to experience the game this way.

This is because the original PS4 release of Ghost of Tsushima used pre-rendered cutscenes, which were so big, they could barely fit on the game disc. This didn’t leave the space for alternate cutscenes with different lip sync. In the PS5 version, The Director’s Cut, the cutscenes rendered are in real-time. This allows room for Sucker Punch to add in Japanese lip sync.

As someone who played Ghost of Tsushima in Japanese this is by far my favorite new addition, it’s still not perfect in a few spots but it’s a massive improvement. Playing in Japanese, you don’t find yourself distracted by the lip sync the way you might have been previously. Watch this video for yourself to see the differences between the two versions.

Gigabyte Aorus FV43U Review

The line between TV and gaming monitor has blurred. As HDMI 2.1 merges 4K, HDR, and high variable refresh rates with low input lag in Game Mode, the latest TVs are pretty well tuned for the next generation of game consoles. The Gigabyte Aorus FV43U lies in between the worlds of TVs and monitors, with a large 4K 144Hz screen that can go just about anywhere, HDMI 2.1, and HDR1000 all for $1,100. But is it worth buying over a more traditional desktop monitor or living room TV? We put one through its paces to find out.

Aorus FV43U – Design and Features

Let’s start with the obvious: at 43 inches, this is neither your typical gaming monitor nor your typical TV. While a few years ago, this might have been considered a normal size for a TV, 43 inches is practically unheard of in the high-end TV market today, with most worthy models starting at 55 inches and going up (with occasional 48-inch sizes for smaller rooms). At the same time, 43 inches is absolutely massive for a desktop monitor, so it works best in very certain types of spaces – I could see this being very at home in a dorm room or small studio apartment where you don’t have room for a large TV alongside a typical monitor, and want something that can pull double duty for gaming on all platforms.

The panel itself checks all the right boxes for a monitor: 4K resolution, HDMI 2.1 with VRR, and Quantum Dot color with almost-full coverage of the DCI-P3 color space, perfect for matching its HDR1000 specification. Couple that with 144Hz and a host of gaming settings (like a shadow booster, aim stabilizer, overdrive motion, and spatial audio) and you have a display that is clearly designed for consoles and PCs. There are some caveats, though, and I’ll get to them in the testing section below, including the mediocre edge-lit LED layout and the ever-fudgeable “1ms” quoted response time.

You can configure those gaming and picture settings using a traditional joystick button on the bottom of the display, or using the included remote, which is on the minimal side but has a few handy shortcuts for switching between inputs, picture presets, and sound modes so you don’t have to reach your arm out during gaming sessions. (Switching inputs was occasionally finicky for me, bumping me back to the input I was using – but this is something I’ve experienced on other Gigabyte monitors as well, and it only happened a couple times in my testing.)

It uses a more TV-esque stand with legs on each edge of the monitor, and the IO – which includes two HDMI 2.1 ports, one DisplayPort 1.4 port, two USB 3.0 ports, one USB-C port, and a headphone jack – is on the side of the display. This layout allows easy mounting to the wall if you prefer it in a more TV-style setup, and in fact this is how Gigabyte presents it in marketing materials. (Though other similar 43-inch displays have been presented as desktop monitors as well as TV replacements, so it’s clear these are designed to be used either way). The USB ports act as a KVM switch if you want to use a mouse and keyboard across multiple devices, as well.

Aorus FV43U – Testing

To evaluate a display’s performance, I run a series of tests in CalMAN Ultimate using an X-Rite i1Display Pro colorimeter, as well as a few by-eye tests using Lagom’s LCD test patterns. My tests started out on an impressive note: With local dimming turned off in the Standard mode, I measured a contrast ratio of 5156:1, which is fantastic even for a VA panel. That means blacks will look deep, rather than light grey, and I didn’t notice much clouding around the edges either. This monitor has a local dimming feature to improve the black levels even further, but it’s edge-lit rather than full-array, and I only counted four vertical zones, which isn’t really enough to make a huge difference in most scenarios – but I suppose it’s something, particularly in dark scenes where the whole monitor can dim itself down a bit. I’m always an advocate of white bias lighting to keep the blacks looking deep and even, as well.

In that same Standard mode, gamma adhered decently to the 2.2 target curve, though you can adjust the gamma to your liking using the on-screen display – if you’re in a darker room, a gamma of 2.4 may help make the picture pop just a bit more, for example. The FV43U also covered 95.8% of the DCI-P3 color space, meaning it can produce vivid, saturated colors particularly in HDR content.

Unfortunately, accuracy of those colors left just a bit to be desired. Color balance was noticeably off in greyscale tests, and CalMAN’s ColorChecker test averaged a deltaE of 4.4, with a whopping maximum of 10.9. (A deltaE value describes how close the color measured is to the color the monitor was attempting to target – a deltaE of 3 or below being ideal). I’d call this just barely “fine” for the average gamer, but if you value color precision, you may notice it’s a bit off – in my case, the monitor had leaned too heavily into green tones. I was able to alleviate this by changing the color temperature to a custom value of R100, G93, and B98, which brought those deltaE values down to an average of 2.5 and a maximum of 5.6 (though it did lower the gamma as a result). Your mileage may vary with these settings, though, so don’t take them as gospel. There is also full six-axis color control if you have your own calibration gear and want to really dial things in.

Note also that if you’re playing games in SDR on a Windows PC, you’ll want to manually change the color space to sRGB in your preferred settings profile – otherwise colors will be oversaturated in games due to the way Windows color manages applications. Setting the monitor to sRGB, though, would undersaturate HDR content, so I recommend creating one custom profile for HDR usage and one for SDR usage, so you can easily switch between them with the remote. (You could use the built-in sRGB picture mode, but it doesn’t allow for any adjustments whatsoever, so if you plan on tweaking things to your liking, you’re better off using one of the other presets with the color space set to sRGB.) This isn’t so much a flaw with the monitor as it is a flaw with Windows’ color management, and most other monitors will have similar drawbacks – at least the FV43U gives you a lot of tools to counteract it.

In other areas, though, the FV43U’s built-in settings don’t offer enough flexibility. Speaking of HDR, for example, this display performed better in HDR content than most other monitors I’ve tested, thanks to a peak brightness of 1042 nits on a 10% window (hence the HDR1000 certification). Coupled with the fantastic coverage of the DCI-P3 space, HDR produced a pleasant boost to performance, even if its local dimming is middling at best. But annoyingly, the Local Dimming setting locked brightness to 50, which is a frustrating and unnecessary limitation – in a dark room, I found this to be occasionally too bright, which meant turning local dimming off and sacrificing that better contrast ratio. Oh, and HDR mode locks pretty much all the picture settings entirely, which is a limitation I’m really tired of seeing on gaming displays. TVs allow for adjustments in HDR mode, why can’t monitors?

Motion performance was a bit of a disappointment as well, thanks to a somewhat low response time. Blur Busters’ UFO test showed quite a bit of ghosting behind moving objects, especially in darker transitions, though bumping the Overdrive feature up to “Balanced” helped alleviate this a little bit. The “Speed” setting was far too aggressive, producing noticeable inverse ghosting that in my opinion was worse than the regular ghosting produced at the Balanced setting, making Balanced the ideal setting at 144Hz – though you’ll still see smearing in dark scenes of your games. If you’re gaming at 60Hz, as most console gaming and high-fidelity PC gaming will be, the lower “Picture Quality” setting is the better option, as higher settings produce more inverse ghosting artifacts at lower refresh rates.

Aorus FV43U – Gaming

I was curious to try gaming on the FV43U, since it straddles the line between a large desktop monitor and a small gaming-centric TV. I put it on my desk for testing in place of my usual monitor, and when it came to doing work on the desktop, I found it much too large, as half the monitor was well above eye level, requiring me to crane my neck up to see browser tabs at the top of the screen. I expected gaming would have a similar drawback – but I was wrong.

Even at a fairly short distance, gaming at 4K was absolutely glorious on such a large display, filling your field of view and sucking you in like few other monitors can. I frequently use the opening scene of Shadow of the Tomb Raider as an HDR test, since it takes place in the dark Cozumel caves with bits of light shining through holes in the rock. HDR performed well in this scene, as expected, but what I didn’t expect was the feeling of vertigo as Lara climbs up the rock to reach the tomb – seeing this scene at a larger-than-life 43 inches (from a close viewing distance) looked incredible, even at a more modest 1440p scaled up to 4K.

It wasn’t all perfect, though. In games with less-than-stellar graphics, like Cyberpunk 2077 with DLSS turned on, the flaws are more glaring at this large size than they would be on a typical monitor. In addition, the ghosting I saw in dark Cyberpunk scenes was pretty ghastly, again exacerbated by the size of the screen – which soured my experience somewhat. A bit of ghosting is to be expected with VA panels, but this was more bothersome than most of the monitors I’ve reviewed in the past year or two, negating some of the benefits it has over an HDMI 2.1 TV.

The speakers, as you’d expect, are nothing to write home about – audio was a bit muddy, and frankly too loud even at its lowest setting if you’re sitting anywhere close to the display. While the spatial audio features definitely widened the soundstage, you’d almost certainly be better off with a small soundbar or pair of computer speakers rather than using the built-in audio. I also had a few instances where, after waking my Xbox Series X from sleep and launching a game, the audio would cut out entirely until I turned the monitor off and on again – though Gigabyte is fixing this problem in an upcoming firmware update.

Otherwise, the Xbox Series X ran just as smoothly as my PC, thanks in no small part to the HDMI 2.1 features baked into this display. Gears 5 looked gorgeous at 4K 120Hz in Versus mode, combining detailed maps with super-smooth motion as I swept the area with bullets. Call of Duty: Warzone was another great test of the new spec, since its 120Hz mode rarely gets all the way up to 120 frames per second – making VRR a must-have if you’re going to play in this mode. (Now if only the PS5 would catch up and give us that VRR firmware update, already.)

That said, this isn’t the kind of monitor you’d use for a competitive game like Warzone at a desk, thanks to the monitor’s size and slower response time. You’d have to crane your neck to see certain parts of the screen, which is not ideal for competitive play. This is more of a “kick back in your gaming chair” kind of display, since it helps you keep the slightly longer viewing distance required for comfortable viewing at 43 inches (and even then, it felt a bit bright for longer sessions that close up – again, bias lighting would probably help alleviate eye strain here). Sitting further back is doable with a mouse and keyboard, but more comfortable with a controller, which makes sense given that this display is aimed at gamers using next-gen consoles alongside PCs. Whether you use it at a desk or as a TV is up to you – I’d lean toward the latter, though again, it works best in small space where its 43-inch size won’t seem too diminutive.

And that’s the other downside here: 43-inch gaming displays are sort of a niche product category. I’d argue it’s a bit too big to be a traditional monitor for most people, and a bit too expensive for the size compared to be used like a TV – not to mention the lack of full-array local dimming that even midrange TVs come with these days. The FV43U has more gaming features and settings to tweak than any TV available today, but it artificially limits you from tweaking them in too many scenarios, like when local dimming is turned on or when in HDR mode. Given the $1,100 price tag, I’m not sure having an overdrive setting, aim stabilizer, and an extra 24Hz of refresh rate make up for these shortcomings over a similar or better performing 120Hz TV with full-array local dimming and a good Game Mode. If you have the space, I’d be much quicker to recommend a 50-inch Samsung Q80A or Sony X90J for a similar price. Heck, if you have a bit more to spend, the 48-inch LG CX OLED would stomp all over this, thanks to pixel-perfect black levels and a super fast response time. For most people, I’d argue a modern HDMI 2.1-capable TV is going to be a better all-around gaming display, and if you’re the type of super-competitive gamer where every millisecond matters and a TV won’t work, the FV43U probably wouldn’t be the monitor for you anyway due to its slow response time.

Some people will really like this monitor’s huge size – and if that’s you, it’ll do the job well. But if you sit far back enough that you can go up in size just a tad, an HDMI 2.1 TV will probably get you better bang for your buck.

Turns Out The Hardest Part of Making a Game is…Everything

Earlier this year, game developers across the industry weighed in on Twitter on a seemingly innocuous question: What’s the problem with doors in video games?

It turns out, a lot. A seemingly boring feature such as usable doors can be absolute hell for developers to put in their games for numerous reasons. Everything from physics to functionality, from AI to sound, comes into play while making a single door in a single video game work. And not just work, but work in such a way where the player never has to think about it. Building a working, forgettable door is an incredible game development undertaking.

But it will probably not surprise you to learn that doors are far from the only seemingly simple feature that prove to be unexpectedly challenging in the development process.

A few months ago, I asked developers across the industry the question, “What is a thing in video games that seems simple but is actually extremely hard for game developers to make?” I received nearly 100 responses representing a wide breadth of industry experience, ranging from solo developers to those who had tackled issues within teams of hundreds.

The pool of responses similarly included a number of varied problems, but also a number of similar issues popping up among many projects. Those I spoke to described challenges in making games look and sound good, storytelling, movement and interaction with objects, menus, save systems, multiplayer, and all sorts of intricacies of design that are so rarely discussed outside of studios themselves. Many noted that they’ve received angry player feedback about the topics they mentioned, with their audiences asking, “Why don’t you just do X?” The answer is, almost always: because it’s really, really hard.

So if you’ve ever wondered why the maker of your favorite game didn’t simply fix one of the myriad issues developers mentioned below, here’s why those seemingly simple problems are hardly simple at all.

Getting from place to place

As the original topic of game development headaches focused on doors, it made sense that many of the developers I spoke to had issues with other methods used to connect a person from one place to another.

For instance, elevators. Multiple developers told me about the frustrations of elevators, whether they’re taking players up a single floor in a building or serving as pseudo-loading screens between two major game areas. Bill Gardner, creative director of The Deep End Games and lead level designer on BioShock and BioShock Infinite, explained the elevator problem as follows:

“First off, you have to summon [an elevator] via a button or whatever. By calling the elevator, you open the opportunity for the player, objects, or AI to wander underneath it and get squished or trapped. So suddenly you have to deal with that. It’s an invitation to make your enemies or companions look dumb, for physics objects to go flying, or for quest items to get stuck.

“So let’s say you try to solve the AI issue by excluding them from elevators. Well, how then do they avoid looking dumb as soon as you cross the threshold inside the elevator? They’ll either stand there, or need some sort of custom behavior.

[An elevator is] an invitation to make your enemies or companions look dumb, for physics objects to go flying, or for quest items to get stuck.

“Then, if the elevator can take you to multiple floors, you have to feed back when an elevator is ‘busy’ or allow it to queue up floors to stop on. Now let’s say you decide to get off on the second floor, then jump down and hit the call button again. Suddenly you have to feed back that the elevator is busy. Even then, the player is used to having things respond nearly instantly, so there’s a good chance they’ll get frustrated and call the thing broken.

“None of this is even getting into handling the [elevator] doors and what happens when those open and close and trap the player or other objects in the doorway.”

The team at Skydance Interactive, behind The Walking Dead: Saints & Sinners, ran into a similar problem as the one Gardner describes, but again with doors, and in a VR game no less. Fortunately, they were able to turn a challenging collision problem into a fun new feature:

“One of the bugs I had was when a walker was trying to get through the door at the same time that a player was trying to open it,” said Bill Ferrer, Skydance senior AI gameplay engineer. “This is sort of like a situation when two opposing forces come against each other, immovable object vs. unstoppable force.

Every time the player would try to open the door and a walker was trying to go through that same door, we’d break the door. This created a jump scare.

“Our solution was every time the player would try to open the door and a walker was trying to go through that same door was to break the door. As a result, this actually created a jump scare moment. The result was basically a happy mistake.”

Well, if doors and elevators are too complex, why not just have players take the stairs? Josh Davis, quality assurance at Guacamelee developer Drinkbox Studios, says that’s an issue too.

“They might not be as bad as doors, but can oftentimes be immersion breaking. I was thinking how most of the time they’re just ramps people just slide along; they can sometimes mess with how jumping and movement work because of angles/collisions. And how to deal with their realism can get a lot more complicated for some styles of 2D games like ours, because we’ve had and continue to have bugs for them.”

All these means of transport are a potential nightmare, but there’s yet another mode of getting around areas that’s causing developer agony: moving platforms.

“Moving the player with a controller isn’t hard; moving the player on a platform isn’t hard,” says Kyle Donnelly, a programmer at Land of Screens studio and publisher Serenity Forge. “Putting them together you now have two things that want to dictate how the player should be moving. What should you do if the platform pushes the player up into a ceiling? Push the player through the platform? Squish the player? Stop the platform from moving? Force the player to crouch allowing a little bit more time before squashing? What about from the other side where the platform comes from the top down on the player pushing them into the ground? Should it behave the same?

“You can add multiple moving platforms into the equation too. What if the player is standing on two platforms going in opposite directions? Should the player be split apart? Ride on the fastest moving platform? Ride on the platform that the player is most on? Once you decide how the platforms should move it’s a whole other ballpark of issues implementing them with the physics system you’re using.”

With all of these forms of movement being challenging, what about just…regular old walking to get from place to place? Andi, a programmer with Unknown Worlds, said that even this could get very complicated and go horribly wrong.

“It’s not really ‘hard’ to write something and get a character to move, but it’s tricky to tune all the values so that the result feels right. It took quite some time to find our values for acceleration and drag that we were happy with [in Subnautica], considering all the speed modifiers we have in the game (sprinting, seaglide, currents, wind etc).

“On that topic, I discovered an interesting bug a few weeks ago: sometimes the player froze in midair at the peak of a jump. Turned out part of our movement code, which we used now for over seven years, had a bug that only could manifest once hardware got fast enough. Everything was fine, until you reached ~200fps.”

Anything interacting with anything else

Another problem that an overwhelming number of developers cited to me is the simple idea of any “object” in a game interacting with any other object. That means that something as simple as a character picking up an item or two characters making contact with one another is actually unbelievably complex, never mind what happens when you get into more complicated interactions between two things.

Ben Wander, designer on Airborne Kingdom at The Wandering Band, explained the issue as follows:

“The objects themselves aren’t real — they have no density or physical bounds — so if you want a character to, say, hold an apple, the artist has to go in and change the character’s fingers to wrap around the apple perfectly. Want them to hold a kiwi instead, or how about a grapefruit? Make a different animation! That’s why you’ll often see characters hand-generated quest items to other characters just below the camera, or sometimes why a character’s hands will go through a door handle or something.”

Audrey LePrince, co-founder of The Game Bakers, affirmed this in a way that perfectly captures her work on Haven, a game about two romantic partners who have a lot of affectionate, physical contact with one another throughout the game.

“Touching, holding hands, hugging, it’s already hard in cutscenes but in real-time gameplay it’s a nightmare. Haven was a great example of that. But still it seems so natural for players, and something that we should have more of in video games.”

Maebe Sewell, lead technical design animator at Gearbox, pointed out another example of this: petting the dog. There’s been an ongoing trend of excitement around games allowing this feature, in part sparked by the Twitter account Can You Pet the Dog?, but Sewell noted that this can actually be very challenging due to the aforementioned issues around two characters making any kind of contact with one another, not to mention things like AI pathing, UI, and more.

Objects and characters moving and interacting together can be a problem whether you’re aiming for realism or a specific visual style. For a very specific example, Glitch Factory artist and animator João Esse offered a problem from upcoming game No Place for Bravery, in which protagonist Thorn carries his son Phid on his back. The two characters have independent animations, where each character can perform separate actions at the same time. For example, Thorn might be fighting an enemy, while Phid is pointing to something of interest.

“The duo’s spatial relationship ends up being very complex in some animations, especially when Phid moves forward or backward in different frames. We have to go through every frame in every animation to correct each characters’ position to solve this.

“The real problems start to appear when Thorn makes a very complex movement, like the one in the GIF below:

“Phid and the Shield are between Thorn and the Hammer, and everyone’s also rotating together to create the illusion of the Hammer’s blow.”

Things get even more complex, Esse says, when Phid is absent in certain sections. Thorn can’t just be left with his animations minus Phid, because items like his shield are animated specifically to account for Phid being in the way, and look funny with Phid just taken out. So there’s an entirely separate set of animations for these sections.

“We are talking about 142 animations, 941 animation frames divided into 97 layers, all of this only in the main character!” Esse concluded.

Though not an object itself, a body of water presents another set of difficulties in allowing for, or preventing, interactions. Unknown Worlds co-founder Max explained that most players appreciate how hard it is to make cool water in games, but added that what’s often overlooked is how hard it then is to keep said water out of places you don’t want it.

“Water in the real world occupies a volume and in video games we typically represent those types of volumes with simple shapes,” he said. “In the case of an ocean, this might be an infinite plane sitting atop a box which extends downward forever. Every point inside this box is considered filled with water when drawing the scene or simulating buoyancy. Using these types of simple shapes to describe the water makes it feasible within the limits of a real-time game.

“As soon as you introduce boats, submarines, underwater bases or caves into this water world you encounter a problem. The space occupied by the hull of these objects should not contain water (unless you have a leak!) and needs to be carved from that simple water volume. Often different approaches are used for each of the systems that interact with the water. For gameplay code, there might be a series of checks to determine if the player is able to breathe at their current position. Is the player inside the ocean volume? Are they inside a boat? Is the boat sinking? Answering the question ‘is the player inside water?’ in Subnautica became a remarkably complex code path.

Telling a Coherent Story

Another easily underestimated element of making games is storytelling. The ways in which game writers and narrative designers have historically been overlooked in all but the biggest blockbusters (and even then!) is an entire article unto itself, but let’s just say it’s all a little more complicated than sitting down and writing some dialogue.

Arone Le Bray, former narrative designer at BioWare, told me a fascinating story about the challenges in making games like Mass Effect, with choices that are expected to impact the story. He says that these create challenges in “tracking reactivity,” or ensuring that if A or B happens, then C or D happens. Most of the time this works fine, but every once in a while an edge case can throw everything off.

Le Bray explained how a decision made in the original Mass Effect could cause a bizarre scene all the way down the line in Mass Effect 3, simply because of one of these “edge cases” that didn’t originally get caught. In the first game, most players would meet up with party members Garrus, Wrex, and Tali on the Citadel, with Tali joining the party along with either of the other two. Whichever one didn’t join would show up at the Normandy later and ask to join, but it’s possible for players to decline to take the third member with them at that point. Only an “extremely small minority of people” made that choice, he said.

For those who did, there might have been a game-breaking bug had BioWare not caught it very late in development. In the unlikely set of circumstances that Wrex is in the party on Virmire, Shepard doesn’t have enough Paragon or Renegade points to stop him from attacking, Liara hasn’t been recruited, and Garrus was previously rejected on the Citadel, then killing Wrex would make it so the player doesn’t have a full squad and can’t proceed.

“Luckily we caught it before we shipped,” Le Bray said. “…But we didn’t catch Zombie Tali.” he continued.

Zombie Tali refers to a romance scene in Mass Effect 3 where Tali, despite being dead, would show up to talk to Shepard just before the final mission, and it happened for similar reasons as the Wrex bug Le Bray described above. The scene, he said, triggered if a character passed a certain invisible check in which they were in a relationship with a given character, and would show the scene if they had reached a certain stage before the final mission. But what it didn’t check for was if a character was alive or dead.

“In order to encounter this, a player would have to actively pursue a romance with Tali in Mass Effect 2, actively continue the romance in Mass Effect 3, side AGAINST Tali and her race (Quarians) and watch her pass away, and then NOT pursue a romance with any other characters. We patched it, but we still shipped with it in the end,” he said.

Another narrative problem related to player choice occurred in The Elder Scrolls Online, which during its development had as a main design point a mandate that the player could “change the world.” As Matt Firor, studio director at ZeniMa Online Studios tells it, one example of this was that if a player encountered a village that was under attack and in flames, they could choose to help the villagers, resulting in a nice, peaceful, not-on-fire village. To do this, they had to essentially make two different copies of the same village, one for players who had helped, and one for players who had not done so.

The player experience quickly evolved from ‘I can change the world’ to ‘why are my friends disappearing?’

This worked out well in testing, but when the game launched, things went awry very quickly.

“As soon as real players started roaming through Tamriel, they ran into problems with this system almost immediately,” Firor said. “Players — friends, guild mates, etc. — don’t always go through content together, and it was very common that someone in your group had not done the quest yet, but you had. In this case, players who hadn’t completed it yet would ‘disappear’ as they were separated onto the on-fire version of the village, and even worse, the players who had completed the quest couldn’t help their friends because they were physically separated from them. This problem was magnified because we had quests and points-of-interest all over the game that used this technique, more than a dozen per zone. So the player experience quickly evolved from ‘I can change the world’ to ‘why are my friends disappearing?'”

According to Firor, the team had to go back over each quest that used this technique — over a hundred at the time! — and restructure them so player impact was dialed down. A few still remain in the game, mostly in starter areas where players are less likely to be in groups. But the whole process of fixing this issue took The Elder Scrolls Online team over a year.

Choice-based systems aren’t the only places where narrative and writing can create challenges. Harebrained Schemes producer JC Lau answered my question by saying, “I want to be super glib about this and just say ‘getting a single line of text onto a screen’ because as someone who works with UI/UX, narrative, accessibility, and localization, this never is as smooth and obvious as you might think.

The friends list had a little popup that said, ‘Socialize with your friends’. In Polish, that got translated to ‘Support socialism with your friends,’ which was thankfully caught.

Lau explained the very basic idea of communicating a concept to a player can mean different things to both design and narrative teams, and requires communication between the two to ensure something is clear in every way.

“When I worked on Battletech, the font pack we used for Russian somehow had all the Cyrillic characters two pixels taller than the Latin alphabet characters, and this was enough for them to break their text boxes and the Russian text just wouldn’t render and we couldn’t figure out why until UI looked at it and was like, ‘Yep, it’s because this font is indiscernibly taller than English because… reasons.’”

Issues like that, she said, are why localization quality assurance is so important.

“When I worked at Xbox in localization, it was when the console rolled out its friends list feature and there was a little popup that said, ‘Socialize with your friends’ directing people to use the friends list. In Polish, that got translated to ‘Support socialism with your friends,’ which was thankfully caught.”

Multiple people I spoke to mentioned the struggles involved with localization. Joe Mirabello, director of Terrible Posture Games, called translation “deceptively complex,” citing issues ranging from puns that don’t work in other languages to problems with words being different lengths in different languages.

“Planning ahead helps, but nothing will prepare you for German,” he said. “German destroys your best laid plans. German will defeat you. That text field you thought would only ever need a single 10-20 character word? Nope. German has a unique word for that and it’s a hundred and twelve characters long. We even have a native German developer on our team and he refuses to translate our games into German. This is all said tongue-in-cheek, of course, just to illustrate a point, and that is; whatever scaling flexibility you think you’ve planned for in your UI to account for localization? It’s not enough. It’s never enough.”

Getting the Player to Do What you Want

One nightmarish place where writing intersects heavily with design is whenever a developer needs to get a player to do something specific to progress, and has to clue them in. Kevin Zhun, creative director and writer at Young Horses, told me about the complexity of hint systems.

“Hints are surprisingly hard to get right!” they said. “You can’t just tell players what to do, you need to shift their thinking in the right direction. It takes a light touch and subtle reminders. That means rigorously testing to find out where players most commonly lose their way. And what you write needs to be very precise! I’ve seen the wrong word choice send players spiraling off into strategies that’ll never work. And then it’s twice as hard to get them back on track from a bad hint!”

Alexander Horn, narrative director at Impulse Gear who has previously worked on Kingdoms of Amalur: Reckoning, also immediately thought of tutorials when I spoke with him, saying that they tend to be so fourth-wall-breaking that he “gets physically ill just thinking about it.”

“The beginning of [Amalur] serves as a tutorial, and the first objective in the first room used to be to loot a sword from a dead body partially to teach looting mechanics. My friend, who is a pretty competent gamer, did some playtesting, and spent almost ten minutes stuck in that room, unable to find the sword and exploring every nook and cranny of the room. It was agonizing to watch, because you wanted to scream ‘It’s right there!’ but [it was] invaluable feedback. We ended up putting the sword in the door, so that when the sword was looted, the player-character was able to leave the room. It was an organic gate more easily found by players.”

Letting the Player Do What They Want

Player freedom is generally touted as a positive, but letting players do what they want, even when it’s as simple as attacking an enemy, introduces a whole new set of problems.

Måns Olson, game director for Minecraft Dungeons, echoed this sentiment in explaining what he called one of the most complex systems in the entire game: the code that lets players click on enemies to attack them.

“Ideally, a click should simply perform whatever action the player intends, without any complications. In short, it should ‘just work’. Behind the scenes, figuring out what that intent is means sorting different possibilities and often making a large number of calculations. You clicked an enemy, sure, but is there also an item nearby that the user might have intended to pick up? Did you mean to attack the enemy, or just move towards them? Are you in range? Was the mob previously pushed back by another attack, in which case we may want to add a temporary buffer to the player’s attack range to prevent them from stuttering forward? And most importantly: What did the player really mean to do? Did they correctly click their intended target? Did the timing of that click carry intent?”

To detect player “intent,” the Dungeons team put in place several layers to sort out all the different possibilities, guess what was intended from clicks that missed their mark, and more.

Remedy senior gameplay designer Sergey Mohov described how crafting Control’s gunplay led to a rabbit hole of questions the developers needed to answer.

“Do we allow you to aim down sights? Do we allow hipfire? If yes to both, what should the change between those two modes be? Do we move the camera when switching between them? Do we change the camera field of view? By how much and how fast for each weapon? How does the animation for that look? How about weapon dispersion and recoil – should those change too,” he mentioned.

“In third person, does the bullet come from the gun or the middle of the screen? If it’s from the gun, we need to display a second crosshair because there might be something between the weapon and the target. In Control, you always shoot from the camera instead. And don’t forget to add an option to switch shoulders in either case, but make sure that all the other abilities and player actions still work on the other side, or at least remember to switch back – we had a bug about this.”

This is the kind of request that is sometimes worded as ‘just add that little feature’, while on the dev side it means ‘make another game’.

Those questions are then further complicated by aim assist and how it works, as well as the fact that Control has players occasionally shooting parts of the environment not classified as enemies.

“At this point, we haven’t even fired a single bullet yet! If we did everything right, the player doesn’t notice any of this, but it can ruin the whole experience if there’s a bug or mistake somewhere.”

Paul-Emile, lead FX/environment lead on Absolver and art director for Sifu talked about giving players the ability to jump, saying it was something the Absolver players kept asking for…and made the entire team laugh.

“Seems like a simple request from the outside (just add a basic action), but it’s the kind of thing that, added late, challenges the whole combat system, and may unbalance the whole structure of the world.

“This is the kind of request that on the player side is sometimes naively worded as ‘just add that little feature’, while on the dev side it roughly means ‘make another game’.”

Saving the Game

Another group of developers came back to me with issues born from game saves, checkpoints, resetting, and reloading. Fernando Resco, senior software engineer at Armature Studio was another developer who rattled off a list of questions developers have to answer when ideating saves and checkpoints (and the bugs that they can cause).

“From a design perspective, do you allow just one save slot chosen at the start of the game? Do you allow the player to change the slot? What is the UI for that? Do you also allow manual saving? From an engineering perspective, what state do you save? Most of the time you can’t just save everything. Do you save the music state? Particle effect state? In-flight scripting? What needs to happen when loading the checkpoint to make sure that things keep on working properly?

“It is incredibly simple for gameplay scripting to run afoul of the saving system and lead to bugs. For instance, I worked on a game where if you reloaded immediately after defeating a particular boss, you would get locked into the boss room, because the door leading out of it was not keeping its open state correctly. Another instance of doors being tricky, too.”

Squidly, developer of Renaine at Octosoft, added that “People don’t think about how hard it is to make sure things that are dead don’t stay dead, and all those things you’ve already done are no longer done. It takes a lot of thinking to just put everything back to where it has to be.

I worked on a game where if you reloaded immediately after defeating a particular boss, you would get locked into the boss room.

“That’s kind of why [some of the earliest games] games didn’t have saving. Actually, original games just had a set RAM and if you ever restarted your Pac-man cabinet or whatever the entire score table would be wiped. It wasn’t until Zelda and co. rolled around that non-password-based saving became popular because it was just that hard to do.”

Remedy QA manager Arto Suominen also brought up saving games as a particular headache for the team working on Control. He said that the complexity of saving games is so overwhelming that when the team tried to answer my question, they ended up with an entire page of notes — and that wasn’t even the start of the amount of work that goes in. So instead, he gave me an example of how things can go wrong.

“After completing the Ashtray Maze [in Control], we found that when the player fast travels to the Research Sector, the walls were shifting where they shouldn’t be. We had a long back and forth between QA, level designers, engine programmers, and around and around again, to try and figure out what was wrong.

“We tried to reproduce this bug by starting the game at different points, dying at different times, restarting different checkpoints. We tried to see if it was a problem with how the game world was loading in, or how our building shifting mechanics were set up. The level designers were saying it wasn’t them, the gameplay team was saying it wasn’t them either.

“We dug into the code until one of our engine programmers figured out that our scripts were saving a restore point named ‘Research’ when the player fast traveled to the Research Sector after going through the Ashtray Maze. However, all of our save games for that sector by default went into a save game chunk called ‘research’. Because the names were case-sensitive, the game didn’t recognize what the world state around the player should be, and the walls were shifting where they shouldn’t. It took us a month to figure out that’s what the problem was. That’s how complex save games are, and how many facets of the game they can affect.”

Playing With Others

Multiplayer, whether online or local, also proved to be a recurring, difficult theme among the answers devs gave. Nine Dots Studio CEO Guillaume Boucher-Vidal said that incorporating split-screen play into games “makes every design decision a lot more complex than it appears.

“If you let players play in split screen, what do you do with your menus?” he said. “Can you pause the game for one player while it keeps playing for another? How do you handle story progress and rewards? Do you force players to always play together or does the game allow you to drop in and drop out? How do you plan every single quest with the possibility that a new player could join in at any moment? Which exploits do you let in the game in order to avoid friction for legitimate players? When both players are within the range of a sound, how does it play?

“When we started working on Outward, we didn’t really have any example of an open-world RPG with split screen, so we had to find which solutions would work for us and no matter what we’d choose, there would be players who disagree with our decisions, because there was no standard to follow. Still, in the end it was definitely worth doing. We see stories of couples, friends, or siblings playing together and it made it worth all the extra development challenges.”

People think of it like: a server can handle X players, Y people want to play, so X * Y = number of servers = problem solved, right? Simply: no.

Moving onto online multiplayer games, Phoenix Labs senior programmer Chris ‘Chhopsky’ Pollock brought up the problem of servers, and how everyone thinks adding more servers is a magic fix-it button when really, it’s far more complex.

“Every live game falls over day one,” he said. “The internet screams, ‘Add more servers,’ and the number of servers is quite literally never the problem.

“People think of it like: a server can handle X players, Y people want to play, so X * Y = number of servers = problem solved, right? Simply: no. There are at least four more layers of complexity to a live game, and each one amplifies any of the previous layers’ problems.”

Pollock broke down the various layers for me, which include issues like the amount of information each server can hold for the entire playerbase, communication issues between servers, sharding, the actual ability to create more servers, and, aggravatingly, problems created by players themselves:

“I could confirm my login service can handle 100,000 requests per minute, but what happens when that’s happening at the same time as a heap of players logging on that are all on the same database shard? What happens when that database shard tries to back up its changes, and the backup takes longer to run than the frequency it runs at?

Is it better to wait ten minutes to get a perfectly balanced game on a server in your region or to wait one minute to get a poorly balanced game quickly?

“For example, a game I know loads a menu when you hit escape. Every time you hit escape it requests the contents of the menu from a service, which hits a database, which goes to a shard, and brings the info back. It turns out, people like to spam hammer the escape key when they’re waiting in queue. So each person is now generating 30x the load you expected on the service, then the database, then the shard, and the network in between it all.”

Olly Freeman, VP of engineering at 1047 Games, brought up matchmaking in competitive games, especially ones that don’t have thousands of concurrent players at all times.

“There’s a constant balancing act of how to prioritize short queue times, low ping, and well-balanced games. Is it better to wait ten minutes to get a perfectly balanced game on a server in your region or to wait one minute to get a poorly balanced game quickly? Is it better to get a well-balanced game with 100 ping or a poorly balanced game with 50 ping? There’s no right answer, but there are many wrong answers, and it’s something we are always improving and tweaking.”

Menus and UI

Next up, independent developer and former game director at Q-Games Liam Edwards discussed main menus, something he described as a “recurring nightmare” while making games.

“You always have to consider so many factors when making a main menu. Not only is it the first thing a player will ever experience when playing your game, so first impressions are important artistically, tonally etc. It’s also the first time they will read your words, move your controls and attempt to interface with your designs and experience it. You have to be wary of the universal language of games and not making players confused by trying to be experimental or different. If you avoid using words such as ‘play’ and ‘settings’ or even ‘options,’ players won’t know how to start the game! Imagine if you changed the controls so that you used Y and B to scroll through the menus instead of the stick or d-pad? It’s weird minute changes that can literally make or break a player wanting to continue even to the game part.”

Kitfox Games’ Tanya Short drilled it down further, calling out working Settings menus as especially difficult but taken for granted “even in the jankiest Early Access title,” further complicated by adding other crucial elements like accessibility settings or hardware-specific pieces.

Think about every button frame, background…icon, gizmo and do-hickey in a UI. Somebody has to make all those!

Multiple developers including Eastshade creator Danny Weinbaum and Panache Digital Games user experience director Etienne Beaulieu mentioned overall UI as troublesome because of how seamlessly players expect it to integrate into their experiences contrasted with the amount of information it needs to convey.

“Think about every button frame, background, gradient, drop shadow, border, marker arrow, icon, gizmo and do-hickey in a UI,” Weinbaum said. “Somebody has to make all those! And then each one is brought into the engine, and carefully hooked into the UI.”

A type of menu many games have is inventory systems, and senior technical designer at Firesprite Fred Horgan explained how difficult these can be, not just for letting players interact with them easily, but also for when they translate to the rest of the game world, like when a player wants to throw an item away.

“Dropping items in the world can be super tricky,” Horgan said. “Depending on the game it may not even have the concept of saving the world outside of the player character…If you can just drop things into the world wherever you want we need to make sure those items are dropped safely so they can be recovered, maybe we’ll just opt to have some items flagged as ‘undroppable’ if they’re items critical to a main quest or whatnot. Do the items that are dropped have physics enabled? If so, can they be used to do crazy things like build stairs to otherwise out of reach areas or used to blockade areas to prevent NPCs from getting in or out of somewhere? If this isn’t behavior we want, how far are we willing to go to restrict what the player can do to ‘preserve the vision of the game’? If these items don’t have physics we need to make sure that when dropped they abide by specific placement rules so they don’t all occupy the same space or start clipping into terrain, etc.

“Now let’s consider the actual look of these items. They should represent the item being dropped, right? What happens if hundreds of unique models are now dropped in the world? All of these models and their textures need to be loaded — does the game have the overhead for all these extra models suddenly, is this data even handled in a way that allows them to easily be loaded/unloaded just for the sake of being thrown on the floor? But if we have all items looking like little bags then there’s no way of differentiating from all of these things now sat on the floor without inspecting them.”

Putting It All Together

These and many more developers I spoke with offered a varied, complex, and expansive look at just how difficult every facet of game development can be, in ways players may have never thought of while affecting both the biggest and smallest aspects of the games we play. Three of the many fascinating anecdotes I received may best sum up the clash between player expectation and reality.

The first comes from Johnnemann Nordhagen of Dim Bulb Games, behind Where the Water Tastes Like Wine, who answered my question about what game development challenge players underestimate with a very simple answer: what happens when a player pushes a button?

“Something I’ve spent many hours on is player input. It seems simple — you press spacebar; you jump. But then you start to fall into all the special cases. What if the player is crouching? What if you want the spacebar to also activate items that the player is standing near? What about players using controllers instead of a keyboard? What about letting players remap their control scheme? What happens when the game is paused, or in a menu? What if, God help you, this is a networked game and you need to send that to a server? It turns into a system that requires multiple layers of abstraction to be able to handle all the possible things that might happen in a game when a player wants to jump, or presses the spacebar.”

The second answer is from Mitch Dyer, a writer on Gotham Knights and Star Wars: Squadrons, who found a way to answer my question about game development challenges that somehow encompassed just about everything. (Disclosure: Mitch Dyer is a former IGN editor.)

“Imagine you’re writing a scene for a AAA game where two characters just need to meet and exchange some information. The boring version is them standing there doing nothing but talking to each other. Baseline, this is still expensive and difficult to make, because you still have to have facial animations for believability and performance capture so they don’t look like robots,” he explained.

“To make it more interesting, you decide this scene should be set in a cafe. They meet to discuss something over coffee, great. As a writer, you’ve now just created an entirely new set — the coffee shop needs assets like chairs, tables, menus. The server is a unique outfit, and if it’s a themed diner (say, 50s diner, like Pop’s in Archie stuff) now you’ve got new textures for your checkerboard walls, your vintage coffee machines, etc. etc.

“’Hang on,’ the art team says. You want them to actually DRINK coffee? We don’t have liquid simulation, so if you wanted the waiter to pour a cup, or see the coffee behave believably in a mug, forget about it. Never mind we need steam VFX, maybe some decals for the table to show coffee stains or tattered cushions in the cafe booths.

Every single action a character makes in every moment of the game needs to be thoughtfully considered before committing to make anything.

“Decisions that seem small — two characters discuss an event at a location — can have MASSIVE downstream effects. Sometimes you can afford to build the diner (and by god if you can reuse those assets elsewhere, DO IT), and hire the VFX and animators to make a ‘simple’ scene like this work. Sometimes you can’t!

“None of this is PLAYER FACING in a meaningful way…but that kind of rocked my world. Every single action a character makes in every moment of the game needs to be thoughtfully considered before committing to make anything…because it’s a lot of work, from a lot of disciplines, to allow a character to just drink a cup of coffee.”

And finally, there’s the answer given to me by Beans co-founder Gabriela Salvatore, who opened her response to me by telling me that when she posed the question to her team, “Art more or less just said ‘teeth’, followed by a bunch of crying emojis. Production added ‘getting an artist to open JIRA’ (our task tracking and project management software).”

But the bulk of the Beans response via Salvatore so perfectly embodied the spirit of the original question: What is a thing in video games that seems simple but is actually extremely hard for developers to make?

Her answer? Fun.

“It’s hard to make something, it’s harder to make something that functions, it’s even harder to make it fun,” Salvatore said.

It’s hard to make something, it’s harder to make something that functions, it’s even harder to make it fun.

“When something feels good in a game, it’s because 1000 micro-decisions are working together to create a seamless experience for the player. When talking about it with friends, we tend to boil this down to the most obvious description of the mechanic: jumping as Mario feels good — it’s fun!

“But how much of that fun is impacted by the level design, or by the metrics that define the maximum height and distance that Mario is able to clear with his jump? Does just barely making a jump feel better than easily clearing a huge gap? How much of the fun comes from the game-feel? The controls? The controller mapping and inputs? Is pressing ‘A’ to jump more satisfying than pressing ‘B’? Is long pressing to jump higher more engaging than pressing the button twice to jump higher? How much of the fun comes from the animation? From the design and look of the character? From the height of the character? What about the air time? The jump height? How much of the experience is enhanced by the sound of jumping? The interaction of jumping like landing on a Goomba, or hitting a block? The pause in air when you’ve jumped into an item? What about the enhancement of a super jump? Running into a jump?

“If you were making a game and one of your main mechanics was that your character could ‘jump,’ what are all the questions you’d have to answer to be able to make it function, let alone feel good? Every mechanic starts a long list of questions like the above, 1000 micro-decisions that have to fit neatly together and when it’s working properly players aren’t supposed to notice — all this just to create the experience of a satisfying jump.”

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Paw Patrol: The Movie Review

Paw Patrol: The Movie arrives in theaters, and to stream on Paramount+, this Friday, Aug. 20.

Though meant for the elementary school set, with parents perhaps resentfully in tow, Paw Patrol: The Movie is a warm and fuzzy adventure that contains enough movement and vibrancy to help it rise above the usual excruciating watch many adults must endure when appeasing their kiddos.

With plenty of action, some decent stakes, and overall pep, the pups of Paw Patrol know how to work a movie. With more danger and pizzaz than its regular TV routine, Paw Patrol ramps everything up for the big screen (or modest streaming screen) so that the transition feels rightfully “eventized.” Chase (Young Sheldon’s Iain Armitage) deals with some trauma from his past, Adventure City endures Humdinger (Ron Pardo) as its new mayor (with some notable parallels to Donald Trump), and a new canine joins the crew — a street-wise dachshund named Liberty (Black-ish’s Marsai Martin). There’s enough new stuff going on to warrant a movie and enough status quo being coddled to not change the formula.

So it works, though to be super clear, this is a squeaky clean tale that may bore most over the age of 7. Not all cartoon fare is created equal and, in fact, most modern animated movies are clearly made with adults in mind, with many jokes flying over children’s heads. This is not the case with Paw Patrol, though there are elements, particularly related to Mayor Humdinger, that will evoke disturbing parallels from real life that grown-ups will pick up on. Other than that, though, this is a very basic and righteously pure tale that is designed to be exiting for young’uns while teaching them about teamwork and friendship.

On the drama front, narcissistic, anti-intellectual Mayor Humdinger assails Adventure City with a series of catastrophes due to his dumb, unsafe ideas, requiring Ryder and his squad of puppers to leave the more picturesque Adventure Bay for some close saves, and shaves, in the big city. The shift throws lead dog Chase through a loop, since Adventure City holds nothing but painful memories for him as a former stray. This is where Marsai Martin’s Liberty comes in; she’s a juxtaposition, filling the role of a playful, confident stray who never dealt with the fears that Chase felt.

This is a very basic and righteously pure tale.

Whether kids realize it or not, they’re getting some solid storytelling basics here, which also helps pull the older viewers across the finish line. Another thing kids won’t necessarily notice or appreciate is the spare voice work being done by Kim Kardashian, Jimmy Kimmel, Dax Shepard, and Randall Park. The core Paw Patrol crew remains mostly untouched, voice-wise, though there are a few swap-outs for the big screen (most notably the voices of Ryder and Chase).

From fireworks mishaps to rollercoaster calamities to weather machines run amok, the (mostly) interchangeable can-do canines handle some gently digestible dilemmas with a kennel’s worth of bubbly effervescence and positive thinking. Paw Patrol’s leap to movies isn’t high art, nor is it even animation that’s easily or eagerly enjoyed by people outside of its target audience, but it’s well-made mirth that turns the dial up on the puppers’ usual predicaments.

Destiny 2’s Season Of The Lost Will See The Return Of Mara Sov

After being accidentally leaked by Razer, Bungie has confirmed that Destiny 2 will see the return of Mara Sov in Season 15.

Titled Season of the Lost, Mara’s return ties into a long story that has been playing out ever since her supposed death in 2015’s The Taken King expansion for the original Destiny and her handful of appearances from Destiny 2’s Forsaken expansion onwards.

What’s also interesting in the tweet from Bungie is that Sov is flanked by Osiris, who was last seen being accused of war crimes against the Eliksni in the Last City.

Osiris was supposedly working with Future War Cult leader Lakshmi-2 to wipe out the Fallen refugees by allowing the Vex into the city during the climax of Season 14’s storyline. Keeping things in the family, Sov’s brother Uldren was reborn as a Guardian after the events of Forsaken and has established an entirely new life for himself as the Crow.

Destiny’s storytelling has drifted into much greyer fields of morality over the course of several seasons, a theme that fits Mara Sov well as she has been manipulating Guardians and other forces ahead of the imminent arrival of the Hive god Savathun. More details on what’s in store for Destiny 2 will be revealed in Bungie’s showcase event on August 24, where the studio will also talk about The Witch Queen expansion.

In other Destiny 2 news, Season 15 is bringing a number of balance updates to weapons. A number of Exotic weapons will be overhauled, with several fan favorites being nerfed in the process. The Anarchy grenade launcher for example, is being tweaked so that it deals 30% less damage to bosses and its max ammo will drop from 26 to 16 shots.

To see which other weapons are in the firing line for Season 15, you can check out our list of Destiny 2 Exotic changes.

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PlayStation Exclusive Wild Has Reportedly Been Canceled

The PlayStation 4 exclusive, Wild, has reportedly been canceled. First spotted by VGC, Grubb said on his Giant Bomb series Grubbsnax yesterday that Wild Sheep Studio has stopped working on the project, several months after former studio head Michel Ancel retired from the games industry. Ancel previously worked on titles like Rayman and Beyond Good & Evil.

“I can confirm that game is fully done. There is no Wild anymore… Wild is dead,” explained Grubb. He notes that he believes Ancel just abandoned the project and as a result, it got shuttered. Grubb said, “The team that was working on it was looking at maybe trying to stay together and work on other projects.”

Grubb adds that he doesn’t know what exactly had happened. The studio simply stated to him, “We’re not working on Wild anymore, but we do have a lot of talent here, so maybe we can work on some stuff.”

When Ancel mentioned his retirement, he mentioned that development on both Wild and Beyond Good & Evil 2 would continue without him. Additionally, both games were announced years ago and have not had release date indications since then. But it looks like we have some closure on Wild now.

Additionally, Ancel was also under investigation from Ubisoft regarding allegations of a toxic and hostile work environment. He said that this decision was made to focus on his new wildlife preserve passion and Ubisoft’s statement about his departure implied that it wasn’t related to the investigation.

Wild was first announced back in 2014 as a PlayStation 4 exclusive and had gameplay footage shown.

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