Terra Battle, The Mobile RPG From The Creator Of Final Fantasy, Is Shutting Down

Terra Battle, a 2014 mobile game from developer Mistwalker and producer Hironobu Sakaguchi–best known as the creator of Final Fantasy–will soon shut down all services. An upcoming termination of service has been announced, which will effectively end support for the game.

Service for the game will terminate on June 30, at midnight UTC. The in-game Energy currency has already been discontinued, so you cannot spend money on it in-game. On June 15, players will be unable to transfer or recover game data, and at the end of the month the game will end.

Sakaguchi wrote a note to fans alongside the announcement, expressing his “deep regret” that Mistwalker has to terminate services for the game. “I am so grateful for all the fans who played Terra Battle for nearly six years,” his statement reads. “I personally learned a lot from this experience, and am constantly reminded that ‘there are no paths that aren’t worth taking.’ I am very thankful to have had such an experience.”

Mistwalker is currently working on Fantasian, a new game for Apple Arcade. They also previously released Terra Battle 2 in 2017, but it proved less successful than its predecessor, and was shutdown one year later.

Mistwalker is also the developer of several console RPGs, including the excellent Wii game The Last Story and the Xbox 360 classic Lost Odyssey. In 2014, GameSpot interviewed Sakaguchi about Terra Battle and developing games for mobile–you can check that out here, and it’s still well worth a read.

Now Playing: Terra Battle Announcement Trailer

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New Stadia Pro Games for June Include Superhot And More

New Stadia Pro games will become available on June 1 for subscribers of the service, with other titles to come later on in the month as well. It was announced on Twitter that five more free games would be added to the Stadia Pro service, bringing the total number of games on the service to 17.

Those subscribed to Stadia Pro will be able to access the following five extra titles from June 1:

  • Get Packed
  • Little Nightmares
  • Power Rangers: Battle for the Grid
  • SUPERHOT
  • Panzer Dragoon: Remake

This date will mark SUPERHOT being available on all current-generation consoles; it’s currently playable on Nintendo Switch, PlayStation 4, Xbox One, and PC (with VR compatibility). Another notable item on this line-up is Get Packed, a cooperative game in the vein of Overcooked which encourages players to either work together or against each other in a fast-paced arcade-style game about arranging furniture.

On top of those five releases, The Elder Scrolls Online will also be added to the Stadia Pro games catalog on June 16, giving fans of Tamriel something to look forward to. Those wanting to play The Elder Scrolls Online on Stadia when that arrives will have the option of purchasing the Greymoor chapter, just like owners of the MMORPG on other platforms.

June may also be when more updates relating to Baldur’s Gate III for Stadia will surface, according to the official Twitter page for the console, alongside potential surprise additions to the Pro catalog.

Now Playing: Stadia Connect – April 28 2020

The Lord Of The Rings Reunion Was An Absolute Delight, Here’s Why You Need To Watch It

Actor Josh Gad recently got the cast from The Lord of the Rings back together for a can’t-miss reunion that brings a little bit of light amid a world struck by darkness and strife. The full video is now available online, and it’s an absolute delight.

Over the course of about an hour, the main cast members from the movie got back together to reminisce about their experiences working on the trilogy and lots more. Check it out below.

Boromir actor Sean Bean performs his “one does not simply” speech, and director Peter Jackson revealed that the entire speech that Boromir gives at the Council of Elrond was written the night before it was filmed. Jackson also revealed that, because of this late addition to the script, they taped down the script to the table for Bean. That’s why Bean keeps looking down during the scene that has since become a meme.

Another interesting anecdote from the video is that Ian McKellen recorded his “A wizard is never late” scene on his very first day of filming. Just two days later, McKellen filmed the final scene in the final movie, and this just further proves what a great actor he is. “I had to meet the Hobbits and say goodbye to them–I’d never met them before!” McKellen said.

Also in the video, Jackson talks about the re-casting of Aragorn. Jackson originally cast Stuart Townsend in the role, but he was replaced just days into filming. Jackson rushed to find a new actor, and Mortensen’s son ultimately convinced him to take the role after feeling hesitant at first. Jackson said in the video that the production company, New Line, was nervous about the late addition of Mortensen, and they wanted to see the “dailies” from Mortensen’s first days on set. To convince New Line that Mortensen was the right choice, Jackson decided to film the action-heavy Weathertop scene to help the movie studio believe in Mortensen as Aragorn. It worked.

This is just a small sampling of what to expect from the video–watch the full thing above. It’s great.

McKellen, Mortensen, Jackson, and Bean are joined by actors Andy Serkis (Gollum), Orlando Bloom (Legolas), John Rhys-Davies (Gimli), Dominic Monaghan (Merry), Billy Boyd (Pippin), Karl Urban (Eomer), Mirando Otto (Eowyn), Sean Astin (Sam), Elijah Wood (Frodo), and Liv Tyler (Arwen). Writer Fran Walsh also appears in the video alongside composer Howard Shore. Famous New Zealand-based filmmaker Taika Waititi even makes an appearance. In case this wasn’t already clear, the video is amazing and you should go watch it now.

The Reunited Apart charity stream is raising money for COVID-19 relief.

Top New Games Out On Switch, PS4, Xbox One, And PC This Month — June 2020

This episode of New Releases is taking an overall look at June, and the new month is bookended by free-to-play games. Riot Games’ Valorant is leaving beta for its full release as the month begins, and the cartoony Ninjala arrives as the month wraps up. June also brings us two major remasters: SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated and the Command & Conquer Remastered Collection. Last but certainly not least, the long-anticipated Last of Us Part 2 is finally launching soon.

Valorant — June 2

Available on: PC

The beta is over by the time you’re reading this, but Valorant will be free-to-play for everyone soon. The team shooter pits attackers and defenders each other in a series of rounds, and each characters’ unique abilities can totally turn the tide of battle. It’s also important to note that ranks will reset for the full launch, so any beta progress you might have won’t carry over.

More Coverage:

Command & Conquer Remastered Collection — June 5

Available on: PC

Command & Conquer Remastered Collection
Command & Conquer Remastered Collection

This collection includes remasters of the original Command & Conquer and Red Alert, both of which let you toggle between the retro and upgraded visuals. They also include updated FMV cinematics, music, and UI. The C&C series has always been competitive, and you can jump into online multiplayer with new custom lobbies.

More Coverage:

The Last of Us Part II — June 19

Available on: PS4

The Last of Us Part II
The Last of Us Part II

There’s not much to say about The Last of Us Part 2, and not just because the game has been largely kept under wraps. We know that it focuses on a revenge-seeking Ellie, and you should expect a mix of nail-biting stealth, brutal combat, and deep weapon crafting and customization. Ellie also has new traversal options up her sleeve for exploring the game’s variety of environments.

More Coverage:

SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated — June 23

Available on: PS4, Xbox One, PC, Switch

SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated

This remaster of the original Battle for Bikini Bottom doesn’t just look better–it also includes includes content cut from the original game. You can even play an all-new multiplayer mode with both cooperative and competitive modes. PS4 Pro and Xbox One X owners can see the sponge in shiny 4K resolution too.

More Coverage:

Ninjala — June 24

Available on: Switch

Ninjala

Ninjala pits eight players against each other, either in teams or in a free-for-all battle royale. Each ninja can battle their opponents using ninjutsu and special weapons as they run up walls and leap around the battlefield. Take out your rivals to score points–you’ll get a bonus for using your ninja skills to get a knockout.

More Coverage:

June is only just getting started, and the month has plenty more video games to come. Before the flood of original new games starts, you’ll get a chance to revisit some games you might have missed the first time around. Next week, New Releases will take a look at ports of Project Warlock and Samurai Shodown.

Now Playing: Top New Game Releases On Switch, PS4, Xbox One, And PC This Month — June 2020

Sea of Thieves Lost Treasures Update Is Live

The latest Sea of Thieves update, Lost Treasures, is live and offers brave pirates more bang for their booty-seeking buck. It dropped on May 27, boasting a host of changes to the story elements in the game as well as Daily Bounties to ensure that you’re always flush with cash.

The official patch notes for the Lost Treasures update mention a host of quality-of-life improvements, but front and center is the improvement to the Tall Tales system: an optional set of narrative experiences that players can use to better explore the world of Sea of Thieves through challenges and more.

Most notably, Tall Tale adventures will now benefit from checkpoints, so that you’re not pressured to complete entire adventures in one sitting if you’re too busy.

The Lost Treasures update has also made a change to the frequency of regular in-game events, included new Ruby Splashtail cosmetics for the Pirate Emporium, and introduced Daily Bounties. These Daily Bounties are yet another avenue for pirates to pick up Doubloons, and depending on the task of the day, can be completed solo or will require the participation of another crew.

The Sea of Thieves update also brings a special event called the Blighted Bonus. Described as a “joint effort between various Trading Companies,” players will be able to get Blighted themed cosmetics for their ship by participating in this event when it goes live. However, don’t fret; if you miss out on this event during the Lost Treasures season, you will be able to buy the rewards from the Pirate Emporium once they go on rotation there.

Other cosmetics introduced in the Lost Treasures update extend to new ship customizations and pirate outfit options. On top of that, there will also be a Sale tab introduced as part of this update to the Emporium, enabling you to keep on track of the latest deals. Finally, there have been accessibility improvements as part of this patch—text sizes and prompts have been increased for better visibility.

With Sea of Thieves’ content landscape changing once again, it’ll be exciting to see what limited-time events players will have to encounter in the wake of Lost Treasures’ implementation.

Now Playing: Sea of Thieves – Friends Play Free Official Trailer

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Call of Duty Mobile’s Next Update Brings A New Battle Royale Map And More

According to a community update from Activision, Call of Duty Mobile will be expanding its battle royale map in the next update, bringing not only new areas for combat but also things like new vehicles. This update is currently scheduled to fall around June 4, around the same time that a Ranked Mode season will kick off.

The upcoming update was announced on the official Call of Duty Mobile subreddit on May 29 by the Activision team. A Ranked Mode refresh and the new battle royale map are expected to be implemented in the game in early June. The Reddit post specifically notes that fans will “probably be seeing something somewhere around June 4th” based on previous event dates.

So far, the month of May has been home to a number of other season events such as the Ride Off Into the Sunset event and the currently active Gun Game Team Fight. Rapid Fire Mode is also now available in Multiplayer on Call of Duty Mobile and will be until June 4, with the team promising that it is likely to return based on feedback from the community.

Call of Duty Mobile is reportedly adding the gulag from Warzone soon, so it may be that the new battle royale maps have that feature incorporated into it on launch—this has not yet been confirmed by Activision. The new season is officially launching next week according to the Call of Duty Mobile Twitter account, and a number of those aforementioned locations have already been confirmed in a teaser video as being:

  • Black Market
  • Downtown
  • Frigid Wetland
  • Harbor
  • Heat
  • Sanitarium
  • Ski Town

The Call of Duty Mobile team noted in its original Reddit announcement that more details would follow on social media over the next few days, so players wanting to get the drop on more information to do with these new battle royale maps, vehicles, and locations should keep their eyes peeled.

Now Playing: Call Of Duty Has The Biggest Mobile Game Launch Ever – GS News Update

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The Biggest Changes in Gaming Over the Last Decade According to the Games Industry

Ten years ago, we published two roundtable features on IGN; one that asked a broad panel of industry insiders to look back at the decade leading up to 2010 and one that charged them with prognosticating on what they thought gaming would be like in 2020. (We recently took a look at how accurate those predictions proved to be.)

We’ve now pulled together a new panel of more than 30 industry veterans to recreate the same concept, with everything from indie to triple A, mobile to PC, and casual to core covered off. In this feature our panel answers two questions looking back at the last ten years.

Please note that we haven’t included all responses, and some responses have been edited for length. Responses have also been grouped into broad themes.

[poilib element=”accentDivider”]

In the first part of this feature, our roundtable members answer the question:

What have been the most important changes in video games, video game technology, and in the wider video game industry over the last ten years?

Democratisation

Tanya X. Short, Co-Founder, Kitfox Games (Moon Hunters): Creating video games has become much, much more accessible. It used to be that games were all made by people who as children happened to take an interest in programming. A few newbie-friendly engines were around ten years ago, but now they’ve been normalized and rightly celebrated. With all the resources available both online and the variety of tools, you can literally have no experience with programming, and wake up one morning wanting to make a game, and have something playable by dinner. Heck, lunch, depending on when you tend to wake up in the morning. This accessibility has made game development and games themselves much more diverse, but it’s also ratcheted up the competition, in the indie and mid-tier space.

Andy Sum, Director, Hipster Whale (Crossy Road): Every step in the chain from creating to publishing a game has become more accessible. Unity and Unreal are now both free to use and the rapid increase in user generated content means that there’s more tutorials and information on how to start creating games. Because of this, over the past ten years, there have been more games created and many new people involved in the video game industry.

Distribution has changed to keep up with this too. Steam opened up Greenlight, Early Access, and then Steam Direct. Crowdfunding like Kickstarter has also helped fund many developer’s projects. Multiple digital stores have appeared worldwide.

[ignvideo url=”https://www.ign.com/videos/2018/06/22/hollow-knight-review”]

Hollow Knight started out as a Kickstarter project.

Mobile Gaming and Diversification

Ville Heijari, CMO, Rovio (Angry Birds): So many things have evolved radically around gaming, and listing the significant ones is quite a challenge. There’s the growing popularity of esports, the massive phenomenon of streaming, and so forth. Looking from a Rovio perspective, it’s obviously the ridiculously rapid adoption of smartphones as the everyday entertainment platform, but specifically the sensational growth of mobile gaming, which now represents (based on combined smartphone and tablet game revenues) 45% of the global games market. Sure, the iPhone and Android launched in the previous decade already, but the past ten years have represented the lightspeed growth and coming of age for the mobile games industry.

Jodie Azhar, Game Director, Teazelcat Games: The surge in mobile gaming has definitely changed the industry. We’re seen new game genres emerge and new monetisation models become prevalent. But most importantly it’s hugely increased the access to games for the wider population. Rather than having to buy specialist hardware to play games, they’re easily accessible from a device that most of us now already own. So many people now play some kind of video game, whether for five minutes or five hours a day, and we’re accepting them more as a part of life.

Ryozo Tsujimoto, Producer, Monster Hunter series: I think it has to be smartphones and the resulting diversification of the gaming audience and gaming life. There were social games before, but I think it’s only in the last decade that they have really taken off. We can now play everything from meaty console and PC gaming experiences to more casual games that we can pick up and play in a spare moment on the go. Gaming genres have diversified, and we’ve had an increase in the number of players on the casual end of the spectrum.[poilib element=”quoteBox” parameters=”excerpt=%22Gaming%20genres%20have%20diversified%2C%20and%20we%E2%80%99ve%20had%20an%20increase%20in%20the%20number%20of%20players%20on%20the%20casual%20end%20of%20the%20spectrum.%22%20-%20Ryozo%20Tsujimoto%2C%20Capcom”]

Mobile Gaming and the Death of Diversity

Yoko Taro, Director, NieR: Automata: I think it’s “the death of diversity, brought on by the rise of the flat-screen smartphone”. The iPhone’s design of “touching the screen with your finger” is a simple and well-made UI, and all smartphones in the world (the most common gadget in the world) have been unified to “a flat screen that you touch with your finger”.

On the other hand, all other inputs using pens or buttons have become extinct, and smartphone games are (almost) limited to “games that you touch”, despite being the biggest gaming market. I feel that it was an example of an advanced design that revolutionised the world yet took away diversity from the world.

Digital Distribution

Phil Harrison, Vice President and GM, Google (Stadia): I think without a doubt, one of the most important changes in our industry has been the rise of networks as a distribution methodology for the games people want. In particular, the app stores on iOS and Android allowed the games industry to go from being tens of millions of gamers to hundreds of millions… and now billions of gamers. The biggest fuel of economic growth has been mobile.

But as it relates to PC and console, the rise of digital distribution led to improved access to games, without requiring a trip to your local retailer. On the whole, it has been a very healthy positive trend for creativity in the industry. Games that would not otherwise have been made or had the right distribution. Of course this was an incredible opportunity for independent developers, using that new distribution to reach audiences they wouldn’t have before.

Jeremiah Slaczka, Co-Founder and Creative Director, 5th Cell (Scribblenauts): Easily the most important is the proliferation of digital platforms. It completely reinvented the landscape of games. From mobile games, to the indie scene to even the rise and fall of Facebook games. The old gatekeeper that held control over what games got distributed no longer exist and have allowed a golden age of development. Of course, some of those things were abused like free to play and loot boxes, but overall it’s been a wonderful time to both make and play games.

Rebecca Ford, Live Operations and Community Director, Digital Extremes (Warframe): The means of distribution has been one of the most important changes – the mobile app stores setting the pace for ‘instant digital access’, and major platforms following suit. The physical market is one for collectors, the digital market is one for convenience. Distribution changes have had a bigger impact than anything else. We at Warframe are working on a seven-year-old game and not once has anyone physically touched our game – our success is all ones and zeroes.[poilib element=”quoteBox” parameters=”excerpt=%22We%20at%20Warframe%20are%20working%20on%20a%20seven-year-old%20game%20and%20not%20once%20has%20anyone%20physically%20touched%20our%20game%E2%80%94our%20success%20is%20all%20ones%20and%20zeroes.%22%20-%20Rebecca%20Ford%2C%20Digital%20Extremes”]

Ross Gowing, Game Director, Dirt Rally 2.0, Codemasters: I think digital marketplaces stand out as being very different to ten years ago – in 2010 I was only purchasing small-ish games on Xbox Live Arcade, and all of the blockbuster games I’d play would be on disc from a bricks-and-mortar shop. These days I think nothing of buying and downloading a 70GB game and never having to leave the house before enjoying it!

Sam Barlow, Founder, Drowning a Mermaid Productions (Telling Lies): Digital distribution was the biggie. It allowed smaller creators to connect directly to an audience of millions and overnight that enabled a whole strata of games to become financially viable. There was no world where I could have released Her Story through a boxed game publisher or even a more niche publisher – but with Steam and the App Store I had access to millions upon millions of eyeballs and the game found its audience.

It’s also made the games industry more international – I have discovered and played games from Africa, China, Iran that would never have showed up in Gamestop. And players from every country in the world (at least those plugged into Steam) have played my games. There’s a lot more to be done in both these cases – as the market has exploded, the freedom of the digital stores has been eroded. The onset of Platform thinking and subscription services potentially adds back in a layer of gatekeepers that turns back the clock somewhat. The market still isn’t truly international – there are all sorts of barriers to entry and on the surface the mainstream videogame industry chatter is still mostly focused on the English speaking perspective. But there’s reasons to be positive. In film they’re still wrestling with the foreign film category and in gaming it feels like we’re already over that – Ingmar Bergman never had a hit like Minecraft.

[ignvideo url=”https://www.ign.com/videos/2015/06/03/her-story-trailer”]

Her Story was one of the best games of 2015.

Ubiquitous Online

Kellee Santiago, Head of Developer Relations, Niantic, Inc. (Pokemon GO): Certainly, faster and more accessible internet connections. It powered the breadth and depth of online multiplayer gaming which has exploded in the last decade. It enables real-world games like Pokemon GO! It also led to new ways of gamers and game makers interacting with each other through streaming, play through commentary, and the live-streaming of actual development. And it supports the continued growth of online distribution of video games, which means instead of competing for a miniscule number of slots of a shelf in a retail store, anyone can distribute their game to anywhere.

On the flip side, we saw the Indie-pocalypse happen, when there became so many games released every day it was hard for an independent developer to stand out. We saw and continue to see online distribution channels struggle with the balance between enabling game makers at all levels to be able to share their creations, while also providing some level of quality control to make sure gamers are seeing the games they want to play. I imagine we will continue to see innovations in this space in the coming decade.

Free to Play and Games as a Service

Gareth Wilson, Creative Director, Traveller’s Tales (The LEGO Movie 2 Videogame): In 2010… I said many things will be the same, and on the surface they are. The big three are still battling it out in the console wars. But scratch the surface and things have changed massively. Very few people predicted the rise of free to play in 2010, first on mobile and then on PC and console. If you’d told me ten years ago the biggest game in 2019 was a free to play multiplatform shooter I would have been very surprised! Speaking of multiplatform, I’m delighted we’ve finally broken the walled garden of the consoles and have crossplay, it’s a massive step forwards which I wouldn’t have predicted. The rise of the YouTube star was a surprise, we predicted people watching live “e-sports” type championships of the best players, but not the massive growth of the “let’s play” video. Finally, the beginnings of game streaming and subscription services are game changers. I think they’re incredibly healthy for the industry and allow quality indie titles to reach audiences they could only previously dream of.

Tim Heaton, Studio Director, Creative Assembly and EVP Studios (Total War: Three Kingdoms): I think ‘free to play’ becoming a prevalent part of the gaming market is the trend that has had most impact. Sure, it began earlier than 2010, but it’s matured all the way through the last decade, with the latest thinking trying to restructure the negative aspects it can create – with initiatives like banning loot boxes and services like Apple Arcade.

The long life of individual games has also become more and more important. By that I mean both the long sales curves, driven by the digital storefronts, and the long engagement times that players have with a single game. These games-as-a-service are designed from the ground up to engage players for months and years, driven by new content and multiplayer opportunities. It’s changed every element of the business, from design, through the way the games are marketed, to the demands for ongoing support services.[poilib element=”quoteBox” parameters=”excerpt=%22Games-as-a-service…%20%5Bhas%5D%20changed%20every%20element%20of%20the%20business%2C%20from%20design%2C%20through%20the%20way%20the%20games%20are%20marketed%2C%20to%20the%20demands%20for%20ongoing%20support%20services.%22%20-%20Tim%20Heaton%2C%20Creative%20Assembly”]

Luc Duchaine, Executive Marketing Director, Ubisoft’s Canadian Studios: While games like DOTA and League of Legends were pioneers in the games-as-a-service genre, the past five years really confirmed the importance of those games. At Ubisoft, we have Rainbow Six Siege that is entering its fifth year, For Honor it’s the fourth year and we have brands like The Crew and The Division that are still updating their offers for the players.

Ed Beach, Civilization Franchise Lead Designer, Firaxis: I see two major developments that have changed the nature of gaming in the past decade. First, games have gotten much, much bigger. We now have so many open world games and those all have numerous areas to explore; it can easily take hundreds of hours to experience it all. That’s an amazing change and great for players, but has also made development very expensive and challenging. In a similar vein, the shelf-life for games has gotten a lot longer. Most developers are adopting a games-as-a-service model which means they will be supporting their titles with fresh content over many years. Once again, as a player I love this. However, as a developer I certainly am aware of this as a big new hurdle to overcome.

The Rise of Streaming and Let’s Plays

Joe Neate, Executive Producer, Sea of Thieves, Rare: The growth of games-as-a-service, and the growth of streaming games to audiences.

It’s been fascinating to see player behavior evolve, and to figure out what kind of experiences would convince players to both give you a chance and then stick with you. We’ve had people playing Sea of Thieves since our first Technical Alpha three years ago who are still with us and as excited as ever! It has also been fascinating to start thinking about how you design a game to not only be great to play, but also to watch. I love when you see a random game blow up because everyone has suddenly started streaming it and you’re trying to figure out how it happened and what you can learn from it.

Masachika Kawata, Producer, Resident Evil series: [O]ne of the biggest changes in video games as a whole has probably been that, on top of the basic enjoyment of playing a game oneself, watching others play games has become a form of entertainment in and of itself.

Obviously, people have always watched their friends play alongside them or crowded around arcade machines, but the sheer number of people who found an additional way to enjoy watching games played by other people has really expanded the reach of gaming as a medium.

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Let’s Plays have become a huge part of gaming.

The Power of Celebrity

Marc Merrill, Co-Founder, Riot Games (League of Legends): There’s been so many: the steady growth of esports, the rise of streaming technology, games gaining more mainstream acceptance, the influence of China, and the rapid growth of mobile both from a market perspective but also as a platform that can credibly deliver high quality experiences.

I would argue it’s the power of celebrity that has been the most transformative and impactful. I’m not referring to famous players (although special shoutout to Rick Fox), despite the obvious star power they bring, but more the way that players have embraced streaming/video platforms to share their passion and engage directly with other players. Videogames are best when played with friends; streaming platforms in particular have made it possible for committed, passionate content creators to grow an incredibly large audience where it’s clear that the future of celebrity is along digital pathways.

Cross-Platform Play

Jamie Jackson, Chief Creative Officer, Mythical Games: For me, the most important change happened in the latter part of the decade: cross-platform play! This was a huge game-changer. Seeing all the major platform players fully embracing gamers and allowing and encouraging them to play together for the first time was incredible. It does give us developers new challenges in terms of matchmaking and balance, but being able to holistically think about audience really helps with launching new IP and continuing to establish existing brands.

Connection

Lars Janssen, Director of Studio Relations, Koch Media: Video games have become a core part of our culture and have an impact beyond the traditional video game community. Games are focusing on providing social experiences more than ever before, communities are stronger and create movements that span way beyond the actual game world. Connectivity in-home and on the go allows players to stay connected to their games and their friends regardless of time and location. Most games are not a one-time experience any longer but rather a service that connects people and keeps them entertained for many years.

Creating these experiences, on the other hand, has become much more complex and surprise hits are a lot less likely. It was leading to consolidation in the market and fewer companies succeeded in building up new global IPs from scratch.

The Connection Between Players and Developers

Saxs Persson, Minecraft Chief Creative Officer: The role that strong communities now play influencing and driving game development has been the biggest change I have felt the last ten years, as well as having direct communication with our players as a game is being developed. Early access, Kickstarter, etcetera, are all different ways that we try and get players involved as early as possible to get feedback and mold games to what people really want to play.[poilib element=”quoteBox” parameters=”excerpt=%22The%20role%20that%20strong%20communities%20now%20play%20influencing%20and%20driving%20game%20development%20has%20been%20the%20biggest%20change…%22%20-%20Saxs%20Persson%2C%20Minecraft%20CCO”]

Naoki Yoshida, Producer and Director, Final Fantasy XIV: Personally, I think it’s the relationship between the player community and developers (or video game company) rather than the technology. Back in the day, there was quite a distance between gamers and game developers, and in the case of MMORPGs, I think that there was a strong sense that “the developers are the enemy”. Thanks to the growth of social media in recent years, messages from developers and dev companies have become close to gamers, and I feel that communications have become more direct. Feedback from gamers are taken more seriously and gamers are able to receive messages from developers, and various games have progressed as a result.

J. Allen Brack, President, Blizzard Entertainment (World of Warcraft): [I]n ye olden times, MMO communities and developers enjoyed a special relationship with their players, where developers and the community encouraged feedback and dialog throughout the dev and live play cycle.

Today, many games have dedicated communities of players, irrespective of game category. So, the most visible and important changes are the ways online communities have evolved and the more direct relationships developers have with their players. This has greatly accelerated over the last ten years. Now most games from giant AAA titles to smaller indie games have online communities of all kinds – from dedicated Discords to sub-Reddits, not to mention Twitter and Instagram communities. It’s never been easier to engage with like-minded people. Whether you’re a hardcore player, or a casual player that enjoys watching streams of people playing the game you love, or a fan artist, or a cosplayer, no matter how much time you have to give, there are places for you to engage with your favorite hobby.

The rise of player streaming has been instrumental, giving players a tool to create or participate in tight-knit communities around the games or game genres they love. Good streamers and content creators are super important to us – they are faces of the game experience and incredible sources of feedback that keep us honest. Along with streaming comes the accelerated rise of esports, and what an incredible expression of love that is. To see professional players dedicate their time to pushing the limits of what we create, to their mastery, is humbling for us as creators. For fans of those professional players, it gives them another outlet to express their passion for a game.[poilib element=”quoteBox” parameters=”excerpt=%22To%20see%20professional%20players%20dedicate%20their%20time%20to%20pushing%20the%20limits%20of%20what%20we%20create%2C%20to%20their%20mastery%2C%20is%20humbling%20for%20us%20as%20creators.%22%20-%20J.%20Allen%20Brack%2C%20Blizzard”]

Audience Expectations

David Gaider, Co-Founder and Creative Director, Summerfall Studios (Chorus): You know, I’m going to say that there haven’t been any astounding advances in game technology. You can look back at games which came out in 2010 and be justified in saying they’re just as pretty as anything put out today. Most of the changes, I think, have been in the evolution of the genres as well as the audience. Social media, in particular, has led to fans becoming armed camps with vested interests in their games giving them exactly what they expect – the relationship between fans and creators has never been more tense.

The Discourse Around Games

Paul Sage, Creative Director, Borderlands 3: Players streaming games, alternate revenue streams [and] digital sales, procedural systems [and] machine learning tools, better physics and graphics.

Out of all of these, however, I think one that should be expounded upon is the shift in the culture and discourse surrounding games. The fact is that we work in a subjective business, and while there are objective quality elements in games, the invective present sometimes in the press and community harms our industry. Having a huge variety of games and entertainment, even in areas you find uncomfortable, is a blessing, not a curse. I hope we start seeing a move away from this mentality and instead we just keep seeing growth of many points of view. Which means we as developers have to keep encouraging a diversified industry.[poilib element=”quoteBox” parameters=”excerpt=%22Having%20a%20huge%20variety%20of%20games%20and%20entertainment%2C%20even%20in%20areas%20you%20find%20uncomfortable%2C%20is%20a%20blessing%2C%20not%20a%20curse.%22%20-%20Paul%20Sage%2C%20Gearbox”]

Subscription Services

Atsushi Inaba, Chief Creative Officer, PlatinumGames (Bayonetta): The rise of subscription services like Netflix and Amazon Prime in the film industry. The fact that all content is accessible after a fixed payment changes the way we look at entertainment, not just as consumers but also as creators. It will take more time for this business model to be fully incorporated into video games, but I strongly feel that it could change our industry in many ways.

Accessibility and Acceptance of Gaming as Mainstream

Denby Grace, Executive Producer, 2K (Mafia): Great gaming experiences are more accessible than ever before. Variation in hardware, delivery methods, price points, and ways to engage with content has allowed a wider audience to consume games in an assortment of ways. The industry has never been in better health.

Takashi Iizuka, Head of Sonic Team, SEGA (Sonic Forces): Over the past ten years, games have become a much more accessible and popular form of entertainment to people around the world. Thinking back to a decade ago, the Wii had just come out and I believe that was around the time that games started appearing on smartphones. Prior to 2010, most gaming experiences consisted of sitting in front of a television set and using only your fingertips to control the game. Since then, controllers have adapted to allow players more ease of use and mobility. Players can now make commands by shaking or moving the controller or inputting actions by gestures and posing with their bodies. Advancements in controllers have also increased the accessibility of games for novice players that may not have owned a console before and has allowed players to engage in a variety of different gaming experiences.

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Xbox’s Adaptive Controller welcomed even more players to the fold.

Lee Mather, Game Director, F1 2019, Codemasters: The most striking changes to me have been in the acceptance of video gaming, not only as a creative medium which is seen on the same level as film and TV, but also as an industry where you can cultivate a career. When I joined the industry back in 1992 I could never have foreseen we’d be experiencing game launches with the same level of exposure and excitement as a Hollywood movie or films and TV series being made off the back of video games. From a technology perspective, I think we’re in an iterative phase right now. As the big ‘wow’ moments in mobile phone tech have slowed, it’s a similar case with gaming hardware. It’s all going to be about giving users access to the highest quality experiences possible in as many different ways as possible.

Expanding What Constitutes a Game

Keith Schuler, Lead Mission Designer, Gearbox Software (Borderlands 3): The ever-expanding definition of what a video game is, and what they can offer. I’m not just talking about pushing more polygons and shaders to the screen, though that’s part of it. Mental health, politics, cancer, civil liberties, and more, are all legitimate topics for games to explore. They always have been, but as our audience grows and our reach expands, these sorts of conversations are more and more accepted as legitimate discourse, and that influence expands outward beyond just video games. It’s not just the independent studios, either, although they are certainly leading the charge. These past ten years, it has become easier than ever to point to video games and say, ‘This is art. This is an important facet of human society.’[poilib element=”quoteBox” parameters=”excerpt=%22These%20past%2010%20years%2C%20it%20has%20become%20easier%20than%20ever%20to%20point%20to%20video%20games%20and%20say%2C%20%E2%80%98This%20is%20art.%20This%20is%20an%20important%20facet%20of%20human%20society.%E2%80%99%22%20-%20Keith%20Schuler%2C%20Gearbox”]

Games Coverage

Viktor Bocan, Design Director, Warhorse Studios (Kingdom Come: Deliverance): As a developer, what I feel most is the shift in reporting about games. What was the domain of professional videogame journalists before, is now an open battlefield for streamers, YouTubers, and the Reddit community. I don’t see it necessarily as bad, but it is very different. And sometimes quite unpredictable and unfathomable.

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And now for the second part, in which our roundtable members answer the question:

What technology or concept seemed within reach in the last ten years but never quite delivered? And why do you think that is?

Gaming’s Hidden Depths

Sam Barlow, Founder, Drowning a Mermaid Productions (Telling Lies): Well, I think the dream is of gaming as accessible and mainstream and deep. And we missed that one. Phones opened things up, but the market quickly raced to the bottom of the barrel and – generalizing hugely here – never really offered up experiences as deep as you’d find in other media. Netflix and iTunes and Kindle and Criterion Channel might frequently raise my understanding of humanity, move me deeply, whilst the value proposition of mobile gaming is still largely to help me waste time on the subway. And consoles resolutely stuck to the same old model, again and again – a $600 box for space marine shooter games. It’s the economics and the short term interests of investors – looking to cash in on the reliable audience, looking to sell phones, subscriptions, consoles, and hit their growth numbers rather than lay the foundations for a medium. Hopefully the convergence of TV and gaming will help us get to a place that feels more wholesome.[poilib element=”quoteBox” parameters=”excerpt=%22Consoles%20resolutely%20stuck%20to%20the%20same%20old%20model%2C%20again%20and%20again%20%E2%80%94%20a%20%24600%20box%20for%20space%20marine%20shooter%20games.%22%20-%20Sam%20Barlow%2C%20Drowning%20a%20Mermaid%20Productions”]

Truly Living, Breathing Worlds

Joe Neate, Executive Producer, Sea of Thieves, Rare: I chatted about this with Mike Chapman, the Sea of Thieves Creative Director, and I agree with him that what we’ve not really hit yet is truly immersive, living breathing worlds. Despite the advances in sandbox games, despite the incredible worlds that have been built, if you peek behind the curtain they still feel like scripted worlds with scripted quests or events. There is still so much more promise in this area. Creating truly immersive worlds for players to escape in together, to feel like they are genuinely adventuring in another place, to have that true form of escapism – there is so much potential here.

Innovative MMOs

Tanya X. Short, Co-Founder, Kitfox Games (Moon Hunters): I’m disappointed that the indie/innovative MMO as a genre hasn’t really taken off, with only a few exceptions. Yes, yes, there have been a few popular lower-budget MMOs, but almost all of them are very post-World of Warcraft, to their detriment. With the tools available for the past five or six years especially, people should have been innovating new bizarre multiplayer worlds, but they haven’t, really. It’s just been… more quests. Things like One Hour One Life give me hope that maybe we could enter a new realm of digital worlds, but… it’s not being talked about enough, not by a longshot. There are many reasons why this is – multiplayer is harder to develop, it’s riskier business-wise if it doesn’t also accommodate single-player play, etcetera – but the most persistent reason seems to be that there’s a cultural side-eye against MMOs among game devs, possibly because we all played them too much as teens? Or because the play experience can be so truly, remarkably varied that it’s difficult to even compare for purposes of reviews [and] analysis.

VR and AR

Pim Holfve, CEO, Avalanche Studios (Rage 2): Despite showing great promise in the early 2010s, we never really saw the virtual reality and augmented reality revolution. I think that there are several reasons for this, such as the maturity of the technology,  cost of the headsets, setup time, hardware requirements, and no standardized control schemes. While there certainly are some great VR and AR games and experiences out there, the technology still feels more aspirational than fully realized.

Kellee Santiago, Head of Developer Relations, Niantic, Inc. (Pokemon GO): Accessible and meaningful VR. It seemed like we were getting so close in 2016! Google Cardboard was fantastic, but somehow never picked up enough of an audience to make it self-sustainable to creators. StreetView VR was my favorite thing to do. Even though it was the lowest-fidelity VR experience, it allowed me to still feel like I was standing somewhere else on Earth for a moment. Of course, the price on materials to create more immersive experiences then stayed too high to gain wide adoption. The Oculus Quest is a great piece of hardware, and a step towards this balance between high-fidelity and lower price-point. Unfortunately, the industry as a whole didn’t make it there before 2020.

Saxs Persson, Minecraft Chief Creative Officer: I’ve been excited for VR since I was a kid! A few years ago, it felt inevitable that VR would be a mass-market experience. Oculus, Vive, and Sony all did a great job getting unique games for their respective platforms, but so far VR as a whole has not quite delivered on the utopian future where we are having deep experiences in amazing, immersive worlds. That said, the recent release of Oculus Quest has me more optimistic. It being untethered and easy to setup has made it a regular platform of choice in my household. Hopefully, we will see more unique games in the next couple of years that make VR a platform more gamers will want to own.

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When will VR be mass market?

Andy Sum, Director, Hipster Whale (Crossy Road): VR and AR still haven’t kicked off as much as many would hope. I lump them together because they suffer from a similar issue which is adopting them into your everyday life. Even though VR experiences are very fun and unique, it’s still a large effort to use them. They take a lot of configuration, they’re uncomfortable, the battery doesn’t last long (or they have long cables), and they’re quirky in public. It’s not so much the underlying tech as the usability issues preventing adoption.

Atsushi Inaba, Chief Creative Officer, PlatinumGames (Bayonetta): VR, MR, and AR technology.

I’m still confident of the potential of these technologies, but we are far away from a point in time where these can be enjoyed by everyone. When you can dive into a VR or MR world that is so immersive that you totally forget about the device you’re using, that’s when I believe the technology is ready to cause a true revolution.

At the same time, I think that it should be questioned if this technology should really become easy to access in the first place. Just like the debate on whether AI technology should be restricted or not, new technology that can fundamentally change the everyday life of human beings is always a double-edged sword. However, as a creator I think it’s very interesting.

Cross-Platform Play

Greg Street, VP of IP and Entertainment, Riot Games (League of Legends): Cross-platform play. It seems (from the outside) like something that should be incredibly valuable for a player, but (from the inside) there are a ton of technical, design and even business reasons why it may not even make sense as a goal.

Cloud Gaming and Streaming

Lee Mather, Game Director, F1 2019, Codemasters: I feel like streaming gaming services have had a number of false starts in recent years. We’ve seen it tried numerous times over the last ten years, but the network infrastructure in most countries wasn’t up to scratch, the titles themselves weren’t there or quality was compromised, or users weren’t comfortable with not having ‘physical media’. Now the internet connections have improved, and will continue to do so, both in the home and over the cellular networks, that’s one barrier to entry which is slowly being removed. People are now familiar and comfortable with streaming services for TV and film, and are used to a subscription based model, which again lends itself well to a streaming gaming service. With the likes of Google Stadia and Microsoft Project xCloud we’re seeing some of the world’s most powerful software companies backing streaming, already with massively versatile and powerful back-end services in place.

3D Displays

Takashi Iizuka, Head of Sonic Team, SEGA (Sonic Forces): Personally, I was hoping that the technology behind 3D displays would have been more widely adopted. When Nintendo launched the 3DS, I fully expected there to be more content available that utilized the realism of 3D visuals. We even worked hard to put 3D support on console for the release of Sonic Generations in 2011! Ultimately, the day that 3D overtook 2D displays never came, which is too bad.

AI Controlled Digital Actors

Yoshinori Kitase, Producer, Final Fantasy VII Remake: [I]n my experience of working on story-based games, things like Final Fantasy X for example, you’ve got a performance that you can get from a computer-generated [character] – having programmers do everything to create it, or you’ve got the other option of using real-life actors and motion capturing it. The big difference there is, with the completely computer-generated side, it won’t do anything spontaneously off its own back. The programmers have to write every little detail in, they have to decide it down to the letter. Whereas with real-life actors, you can, for example, give them a very small bit of direction… you [may] want a scene where the characters cry, and they come up with a really different approach to crying and express it in a way that we’ve never seen before.

[W]hat I really hope we can get to [in the future], is a stage where you’ve got full AI-controlled digital actors, and the director of the game can give them very simple instructions, like we need this kind of performance, and it’ll come out with a beautiful nuanced performance from AI processing. Obviously, we’re not there yet, but that’s where I really think we’re going. That’s what I really hope we can see.

Virtual Arcades

Hideki Kamiya, Chief Game Designer, PlatinumGames (Bayonetta): I was hoping that somebody would evolve the Game Room you had on Xbox 360, and that you could have arcade cabinets lined up in a virtual space, which would essentially be a VR Game Room, but nobody created it. I think that’s because the higher-ups in video game companies don’t care about the history of video games. That’s too bad.

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Japan is still home to many incredible arcades.

Real Arcades!

Yoko Taro, Director, NieR: Automata: Dedicated hardware for vertical shooters and pinball. I think they didn’t become a reality because the hardware manufacturers weren’t motivated enough. Show us what you’re capable of! You can do it!

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Cam Shea heads up IGN’s Australian content team and loves CCGs. Check out his feature analysing what the games industry thought 2020 would be like in 2010. He’s on Twitter.

EA, Xbox, Naughty Dog, Star Wars, Marvel, And More Call For End To Racism

EA Sports was scheduled to formally announce Madden NFL 21 on June 1, but the developer has changed plans in response to recent events in the world. Not only that, but Xbox, Bethesda, Riot Games, and Summerfall Studios have responded as well.

EA Sports said in a statement on Twitter, “We stand with our African American / Black community of friends, players, colleagues, and partners. Our immediate attention is on actions we can take to drive change against the unjust treatment and systemic bias that is plaguing the nation and our world.”

The statement goes on: “We’ll find another time to talk football with you. Because this is bigger than a game, bigger than sports, and needs all of us to stand together and commit to change.”

It’s not immediately clear when EA will now unveil Madden NFL 21. The company’s E3-style show, EA Play 2020, is scheduled for June 11, so we expect to see and learn more at that time.

EA is not the only major game company or individual that has responded to the ongoing issues in America related to the death of George Floyd. Riot Games, the developers of League of Legends and Valorant, also issued a statement, as did the studio behind David Gaider’s new game, Chorus. The Last of Us studio Naughty Dog and The Elder Scrolls publisher Bethesda also added their own message of support for Black Lives Matter, while Star Wars and Marvel did as well.

“Now is not the time for any of us to be silent,” Naughty Dog’s statement says. “For too long too many have suffered under a systemic problem in America. Too many have lost sons, daughters, brothers, sisters, fathers, and mothers. We stand in solidarity against racism and injustice.”

“Now is the time for all to do our part and end anti-Black racism and violence,” it goes on. “Many of us at Naughty Dog are donating to national and local organizations. Please consider donating yourself. We hope to see the beginning of lasting change for POC in America. Black Lives Matter.”

Naughty Dog’s Neil Druckmann and co-founder Evan Wells donated money to various charities, and studio owner PlayStation matched their donations.

Additionally, Xbox marketing executive Aaron Greenberg shared his thoughts. He asked people to speak up and support the petition to help find justice for George Floyd.

Madden NFL 21 is due to launch later this year, featuring Baltimore Ravens QB Lamar Jackson on its cover. The game has so far only been confirmed for Xbox One and Xbox Series X, but it’s also expected to release on PlayStation 4, PlayStation 5, and PC.

Now Playing: Patrick Mahomes Talks Madden 21 | Inside Xbox

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PlayStation CEO Believes That PS5 Game Development Will Cost Slightly More

The PlayStation 5 and Xbox Series X are set to release this year, kicking off the next generation of consoles, and our first look at what the PS5 will be capable of came from a demonstration of Unreal Engine 5. But producing such highly detailed graphics will not come cheap, and could lead to an increase in the development cost of AAA games.

Sony Interactive Entertainment president and CEO Jim Ryan has talked to gamesindustry.biz about the cost of creating a game that will look like the Unreal Engine 5 reveal video, “Lumen in the Land of Nanite” (below), will cost a lot.

“I think, to the extent that the technology enables the graphics side of it to become more interesting and life-like, [the games] will become slightly more human intensive and capital intensive to produce,” Ryan told the site, noting that there will “probably will be an increase in development budgets.” However, he doesn’t expect these changes to be too extreme. “We don’t see it as being a massive increase,” he says.

Sony has previously said that it wants to see a faster shift between console generations than we’ve seen previously, and Ryan says that this is so they can “provide a fertile install base for people who make games to be able to monetise against.” Ryan hopes that the high cost of development will be made up by the system’s early adopters buying these games. “If we can keep pace with a likely increase in development costs, then the industry can continue to prosper,” he says.

While Ryan is talking about the PlayStation 5 specifically, his comments are likely to be applicable to the Xbox Series X as well–we recently got a first look at games running on Series X.

We don’t know for sure how much the upcoming consoles–or the games releasing on them–will cost, but we have estimated guesses for both the Xbox and PlayStation systems’ prices.

Now Playing: Full Unreal Engine 5 On PS5 Reveal

Fallout 76 Refunds Now Available In Australia After Retailer Misleads Consumers About Getting Their Money Back

People in Australia who bought Fallout 76 and felt misled by a refund policy can now request one from one of the largest retailers in the country.

The Australian Competition & Consumer Commission (ACCC) has announced that EB Games–which is owned by American games retailer juggernaut GameStop–has begun to send out refunds to customers after admitting that the store “likely” misled consumers. Specifically, the ACCC’s announcement states that EB Games acknowledged that it was “likely to have misled consumers about their consumer guarantee rights in relation to faults with the online video game Fallout 76.”

The issue here is that EB Games reportedly told consumers who asked for a refund that they were not allowed one after they experienced bugs and other issues with the always-online RPG.

EB Games said it will pay refunds for those who requested them from November 14, 2018 through October 31, 2019 and were denied one. Eligible consumers are expected to request their refund by August 1, 2020 by emailing the retailer at an address you can find here.

This appears to be an extension of the refund period, as the ACCC previously said that the eligible refund period would end in June 2019. Everyone who accepts a refund will lose access to Fallout 76.

“The Australian Consumer Law provides consumers with the right to ask for their choice of a repair, replacement or refund when they have purchased a product that has a fault which amounts to a major failure,” ACCC commissioner Sarah Court said in a statement. “Retailers must ensure that they train their staff so they do not misrepresent to consumers their consumer guarantee rights under the Australian Consumer Law, including the right to obtain a refund in certain circumstances.”

Fallout 76 was released in November 2018 on PS4, Xbox One, and PC, and the reviews were generally unkind to the role-playing game. Unlike previous entries in the series, Fallout 76 adopted an always-online, multiplayer-focused approach, which did not resonate with everyone.

At E3 2019, Bethesda boss Todd Howard spoke candidly about Fallout 76’s struggles, saying the game “missed the mark.” The developer continues to support the title, most recently releasing the large-scale Wastelanders update that finally brings NPCs to the game.

Now Playing: Fallout 76: Wastelanders – Official Trailer 2

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