Author: dpugh007

  • Telltale Explains Why Its Gameplay Formula Doesn't Need to Change

    Telltale Explains Why Its Gameplay Formula Doesn't Need to Change

    Telltale Games has established itself as the go-to studio for adapting recognisable properties into video games. Its focus on memorable characters and narratives driven by player decisions has earned it the kind of reputation that allows it to work with Marvel, DC, and HBO. Over the years, however, the framework in which it delivers its stories has become well worn.

    At Gamescom we had the opportunity to talk about this with Job Stauffer, Telltale’s head of creative communications. In the interview, we discussed why Telltale’s formula serves as an advantage for the studio, how it approaches incorporating feedback on an episode by episode basis, and more.

    GameSpot: Telltale has gone from being a small adventure game developer to a studio handling the biggest franchises in the world. How many developers are at the studio, and how do you juggle all these properties?

    Job Stauffer: Not everyone realizes Telltale’s a company that’s over 12 years old. When I started at Telltale, I was employee 110 or 115. That was early 2012 before Walking Dead. We’re now at about 350 in 2016, which is still very, very small compared to certain studios that might have 500 or 1,000 members. They’re putting out a game maybe every two, three, or four years.

    We are structured a lot more like a TV studio. We have talent and team members that will work on multiple series, jumping back and forth. We always like to retain season leadership for creatives and some team members are just compatible across multiple projects. They’re learning from one series then bringing it to the next.

    In 2014, when we had Season 2 of The Walking Dead and The Wolf Among Us rolling, there were things we were learning from The Wolf Among Us that we applied to Season 2, same for Game of Thrones, Borderlands, and then this year with Michonne, Minecraft, and Batman. It’s always been in our DNA to be working episodically and working live.

    We focus on storytelling. We pride ourselves in being the best at interactive storytelling, the best we can be. When we look for game developers, we’re looking for, no matter what you’re practicing and no matter what you’re focusing on at the studio, as long as you also have the same interest and have the same beliefs of games being as powerful as an interactive storyteller medium as we all do. That’s where we are as a team or as a studio. We’re all still under one roof in the center of California. Only very recently are we starting to work with some outside groups. It’s still very much us in California.

    You mentioned earlier, you’re very much a live development studio. You’re finishing up Episode 2 of Batman. How do you incorporate feedback into that? It seems to me Episode 1 just came out. How do you take that feedback and put it into the next episode at such a late stage when surely you’d be finalizing?

    Being in live development, we always consider the player to be the last piece of the development process. When we kicked Tales from the Borderlands off in the end of 2014, there were characters in that first episode that we’ve really only fully intended them to maybe be there for one episode. It wasn’t until we were playing that game live in front of an audience at the Alamo Drafthouse, where they were yelling at the screen, [that] we saw what the response was to certain characters and certain elements that we maybe didn’t even have an idea that fans were going to respond so well to. Having that ability to lean in and say we already know where we started… We know where we’re going to be ending.

    Being able to stay on our toes and adjust the script and adjust certain elements of the story is also a part of our DNA. It’s just a part of how we’ve approached game design for more than a decade. You’ve seen that in The Walking Dead Season one. It’s funny; there’s a scene in Episode 2 of Walking Dead where Lee is talking to Duck. They’re trying to figure out who stole the food from the motel. Duck comes up to Lee and he says, “Ooh, a mystery. You be Batman and I’ll be Robin. Let’s try and sort this out.”

    On the one hand, that was us trying to contain ourselves. We knew even back then we were going to be doing Batman at some point, but we also heard from Episode 1 that people weren’t really in love with Duck. People didn’t really like that kid in the first episode. They thought he was very annoying. What has to happen to Duck in the third episode is he has to die. It’s not going to land with audiences if we knew already that they don’t really like him.

    Being able to adjust certain scenes like that, lean in towards the audience and understand what their expectations are, it’s never about giving the audience what they want. If it were about giving the audience what they want, the stories would be bland. The stories would be terrible. We need to be able to understand how to subvert their expectations. Every Telltale game since Sam & Max Season 1, with the soda poppers who were characters that fans just hated–they loathed them. Eventually they sent them to hell.

    You said something interesting there. You knew you were working on Batman as far back as Season 1 of Walking Dead.

    We knew it was a very high possibility.

    We don’t foresee our games becoming more mechanically difficult, but we are always striving to make them more engaging.

    You’re one of the few Studios in games that is capable of working with Marvel and DC at the same time, as well as a whole bunch of other beloved franchises. Is it you going to these companies and pitching ideas or are they coming to you? I imagine at this point people are like, “We need a Telltale game for this franchise.”

    That’s flattering, but it is absolutely a case-by-case basis. It depends on the project. In the case of Tales from the Borderlands, that was really just a matter of us being old friends with a lot of the guys at Gearbox and having way too much tequila one night at a party. The next thing we knew we agreed to do this game. We’re very glad we did. It’s one of the games we’re proudest of. In cases like Batman and Wolf Among Us, we have this incredible relationship with DC and Warner Brothers. With Wolf, it just turned out really, really well. We had this story that we wanted to do that was much more Bruce Wayne’s story than it was a Batman story, and just diving into Bruce’s psyche. That worked out quite well. It’s a mix; there’s never one definitive way. Right now, there are a lot of projects coming in our direction. We have to be very selective.

    Is The Wolf Among Us coming back? When are we going to hear about season two?

    We’re asked that on a regular basis ever since that series concluded in 2014. We’re so very proud of it. We’ve not announced a second season.

    You ended on a bit of a cliffhanger though.

    We never got to say anything about [the ending]. There’s a definitive answer to what was happening. We know what that answer is. But we’d never want to spoil the fun and try to tell everyone what to think. We’ve seen a lot of different theories and interpretations. One of them is correct. We’ll never say what it is. Our lips are sealed.

    The other big project obviously is the Marvel thing. When are we going to hear about it more?

    We’ll be able to talk more about it later this year, but it won’t be kicking off until ’17.

    I guess one of the major questions that people have now is whether you’ll be changing up the way you deliver your narratives. Mechanically, you have a framework now and people are starting to ask for it to be changed up. Is that something that you want to do?

    The familiar framework and format is intentional. It is fully our intention to develop a way of interacting with stories that is common between everything we’re doing. Batman, Walking Dead, Minecraft, there are younger audiences now learning how to play a Telltale game micro-story mode and moving on to things like Batman. They’re coming of age in the other franchises. We talk about this from time to time, but looking at what we do, that format that we developed has allowed us to become a multi-genre studio. When we think about the games that we’re making, we don’t think of them as adventure games. For the games industry it always has to find games better mechanics. For racing games, RPGs, fighting games, it’s common and easy for the games industry to put games into pocket space and how we’re interacting.

    With us, we have the same philosophy as TV and film. When they go to the movies, when they turn on Netflix, we sort by western, drama, crime, etc. We’re producing content in the same fashion. They’re producing sci-fi action comedy, Tales from the Borderlands. We’re producing apocalyptic drama, Walking Dead. Neon noir thriller, Wolf Among Us. Family action comedy, Minecraft Story Mode. That common interactivity is intentional. The innovation in design happens with storytelling. Moving from the first season of Walking Dead with one playable character to something like Tales from the Borderlands where we’re having two different playable characters and interactive narrative and seeing two sides of the same story.

    For something like Game of Thrones where you’re expanding that to five different playable characters, all in different places, and then having those scenes start to intertwine and have multiple different perspectives… We’ll see more innovation and more storytelling techniques evolve and develop that you’ve never seen before in a game, but every game is different if they’re defined by their story themselves, just as books are different and movies are different. Telltale games are different even though they’re consumed in the same way. With the third season of Walking Dead in particular, having a two-POV story between Javier–our newcomer, Cuban-American looking for his family–and Clementine, the season itself was serving as both a continuation of the first two seasons and the new beginning for anyone who hasn’t played the other two.

    That means there might be players who don’t know who Clementine is anymore. There are definitely millions of players who are dying to see what happens next to Clementine especially after they had a different outcome or got to different places at the end of Season 2. Reconciling that and delivering in a big way to both audiences at the same time is a huge challenge for us creatively and narratively, but the payoff is well worth it, we feel.

    Pictured: The Walking Dead Season 3
    Pictured: The Walking Dead Season 3

    People always say, “I wish the fighting or shooting was a little better,” but if you were to elaborate on those mechanics would it detract from what the focus of Telltale’s games are?

    The idea is that, mechanically, we want our games to be easy to interact with. It’s the same with the controller on a big screen TV as it is using your fingertips on your phone. It’s the same game. It’s platform-ubiquitous. The difficulty doesn’t come with the mechanics of playing a Telltale game. It’s about the emotional difficulty; it’s about the narrative difficulty. It’s about deciding which Batman you want to be. Do you want to be the noble Kevin Conroy animated series Batman, world’s greatest detective, or are you going to be the Frank Miller Batman who’s beating a criminal to a bloody pulp and punching them in the face and going full Jack Bauer?

    Are you going to save someone’s life and give them the last of your rations or are you going to save it for yourself and focus on your own survival? These are difficult and emotional decisions that we want to challenge players with far more than we ever want to challenge a player mechanically. We want to dissolve that barrier to entry with video games and with interactive narrative. We don’t foresee our games becoming more mechanically difficult, but we are always striving to make them more engaging.

    What do you say to those people who see a Telltale game and say, “I bets it’s going to run like crap”? You’ve had some issues with Batman. How would you address those comments and concerns?

    Personally, I’ve been working games for well over a decade. It’s not an isolated issue for Telltale. Every developer’s going to run into some bumps along the road. We’re really proud of the enhancements and visual fidelity we’ve poured into Batman for this year. We’ve seen that in the third season of Walking Dead and everything else before. Aside from some driver configurations in the first six hours for people playing on PC, which were smoothed over very quickly by the fans and by our tech team, we’re really happy with where Batman is. For anyone that is experiencing for any game–not just a Telltale game–if you’re allowing minor technical quirks to get in the way of your enjoyment of the entertainment…

    [At this point, Job pauses, searching for the right words. The silence lingers, reaching the point of becoming awkward. I wait, patiently.]

    Hang in there.

    You almost said something bad there.

    [Laughs] Let the developers ensure they can smooth things out as quickly as possible.

    Final thing. Telltale has done some interesting thing with The Penguin in Episode 1 of Batman. Can you talk a little bit about the process of reimagining that character.

    It’s funny; the first episode of Batman you don’t really see a traditional Batman villain. We see Carmine Falcone and then we have a run in with Selina Kyle and Harvey Dent is still Harvey Dent. Oswald Cobblepot is your old long lost friend. In telling a Batman story that is first and foremost a Bruce Wayne story, we need to humanize him as a character. Just as much as we want to humanize the icon of Batman himself, it is imperative that we also humanize the villains. Allowing Bruce to have this relationship with Oswald and effectively the Penguin not even being a factor right now allows us to see how characters like Harvey or Oswald may go down these paths. We get to understand them from a human perspective so that we can empathize. If we’re just showing a two-dimensional evil villain from the start, then we aren’t doing our job. It’s not a Telltale game. We need to layer on the complexity; we need to layer on the humanity and the empathy. With a character like Oswald, his story is tragic. He is the other side of the coin of Bruce Wayne’s privileged life. We learn that Bruce Wayne’s privilege may not have been hard-earned. His parents may have been corrupt from the get go.

    All hail the Condiment King
    All hail the Condiment King

    There’s a lot of Oswald’s angst that is reflective of an audience or world populace that is also disenfranchised with the 1%. Oswald is definitely not in that group. Putting the player in a position to empathize with both sides of that situation is going to make it all the more interesting story and dynamic between not only Bruce and these potential villains, but other potential villains that we haven’t even touched on that you will see later in the series. If I say anything else, I’ll be spoiling some very big surprises.

    Condiment King! You’re talking about Condiment King, right?

    We’ll see.

    Powered by WPeMatico

  • Here's Exactly When Titanfall 2's PS4 and Xbox One Beta Begins Today

    Here's Exactly When Titanfall 2's PS4 and Xbox One Beta Begins Today

    The Titanfall 2 multiplayer “tech test” AKA beta starts later today on PlayStation 4 and Xbox One. Now, developer Respawn has announced exactly when you can get started.

    You can start playing at 8 AM PT / 11 AM ET today, August 19. That’s still a few hours away. Thankfully, you can pre-load on both consoles, with this featuring coming online last night.

    3077164-titanfall_2_wm_d.jpg
    Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

    For those who received an early access key and played before 9 PM PT / midnight ET last night, Respawn said it will “try to let you keep playing.” Newcomers, even those with early access keys, will have to wait until 8 AM PT / 11 AM ET today to jump in.

    This Titanfall 2 beta ends on Sunday, August 21, though Respawn has not yet announced a specific end-time. If you’re not able to join, or like it so much you want to play again, there will be a second beta coming the following weekend, running August 26-28.

    As for what you’ll actually be able to play in the Titanfall 2 beta, here are EA’s descriptions of the includes maps and modes.

    Modes

    • Bounty Hunt (5v5): A brand new mode that pits Pilots and their teammates against an opposing team as well as the Remnant Fleet. Earn bonuses by killing grunts and enemies, but make sure and deposit all your points at the bank between waves without getting killed.
    • Pilots vs. Pilots (8v8): Players can be the best Pilot on the Frontier and put their combat and mobility skills to the ultimate test in this classic 8 vs 8 Pilots only mode.
    • Amped Hardpoint (6v6–second weekend only): A new twist on Hardpoint Domination from the original game; now defending a Hardpoint will let you amp it, giving your team double score. Team work is the key to securing victory.

    Maps

    • Boomtown: A secret underground IMC facility where the latest in R&D is put to the test. In this facility Pilots can use the many peaked roofs to use as cover against combatants below. With tight lanes through the middle, Titans can also be easily ambushed.
    • Homestead: The IMC have claimed Imminent Domain on a small commune’s plot of land. With a series of raised, rocky plateaus and a river running down the middle, Pilots are mostly safe from Titans among the rocks and trees but they also can duck into the caves and building when needed. However, the Titans control the large rolling fields.
    • Forward Base Koda (second weekend only): Militia forces have taken over an IMC substation and set up a forward operating base. Pilots can find safety from Titans in the hallways and chambers of the main building, while Titans can walk over the roof to get a better view of the action.

    The beta will only be available on consoles; Respawn has decided to skip PC because it hasn’t yet optimized the game for the wide range of possible hardware configurations. The company is also concerned with the prospect of dataminers spoiling details on the game’s new campaign mode.

    Titanfall 2 launches on October 28 for PS4, Xbox One, and PC. Earlier this week it was announced that you can get exclusive DLC by eating and drinking.

    Powered by WPeMatico

  • Rocket League Sells 7 Million Copies, Up 2 Million Since June

    Rocket League Sells 7 Million Copies, Up 2 Million Since June

    Rocket League continues to sell. More than a year after the soccer-with-cars game zoomed onto the scene in July 2015, the game has now sold 7 million copies.

    This figure, which is up from 5 million in June, includes copies sold across PlayStation 4, Xbox One, and PC, a representative for Psyonix told GameSpot. A sales breakdown by system was not provided, but Psyonix had previously said the PS4 version was Rocket League’s No. 1 platform.

    3008066-rocketleague_xbox_20151203_03.png

    The confirmation of the sales figure comes after Psyonix announced that Rocket League had passed 20 million players. The discrepancy between player figures and sales comes down to a number of factors.

    One of these is the fact that Rocket League was free on PS4 when it launched in July 2015 for PlayStation Plus subscribers. Additionally, the game supports splitscreen–individual users are counted towards the figure, including those who did not buy the game. Still, 20 million is an impressive figure, and this is up as well, as there were 19 million players as of July 20.

    Initially developed on a budget of only $2 million, Rocket League has now brought in more than $110 million in revenue from game and DLC sales.

    Psyonix has continually supported Rocket League with new content and in September, players are getting the awesome-sounding Rumble mode.

    Powered by WPeMatico

  • You Can Try Star Wars: Battlefront's Bespin DLC Free This Weekend

    Curious about Star Wars: Battlefront‘s Bespin DLC but not sure if you want to buy it? You’re in luck, as the content is completely free this weekend, according to the game’s live events calendar.

    Of course you still need to own a copy of Battlefront, while Xbox Live Gold and PlayStation Plus are also required. It remains to be seen if there are any limitations to Bespin’s free trial. For the Outer Rim free trial period, you could play its maps and modes, but needed to own the content to use the new weapons.

    Bespin launched in June, adding things like new Hero and Villain characters in the form of Lando Calrissian and Dengar, as well as new maps set in the cloud city itself. There is also a new cloud car vehicle, alongside new weapons and Star cards, among other things.

    Another open trial for Bespin will be held September 12-18, according to the game’s live events calendar. The content sells for $15 by itself and is also included with the $50 Battlefront season pass.

    Bespin is Battlefront’s second paid add-on, following Outer Rim, which came out in March and had its own open trial in May. The game’s next expansion is Death Star, which we recently learned is coming in September with an awesome-sounding mode called Battle Station. The fourth expansion is called Rogue One: Scarif and it launches this holiday. As the name suggests, the content will be set on Scarif, the tropical planet that was seen the new Rogue One trailer

    Battlefront has shipped 14 million copies, becoming one of the best-selling Star Wars games of all time. A sequel is on the way, which will be developed by DICE and Motive Studios.

    Powered by WPeMatico

  • Metroid Prime: Federation Force: The Kotaku Review

    Metroid Prime: Federation Force: The Kotaku Review

    Despite abundant expectations
    that it would be bad, Nintendo’s new Metroid spin-off turns out to be very good.

    Read more…

    Powered by WPeMatico

  • Akinfenwa dancing?

    Akinfenwa dancing?

    Akinfenwa dancing? Vardy telling a ref to fuck off? Wenger despairing? This is a very good FIFA 17 trailer. Very realistic.

    Read more…

    Powered by WPeMatico

  • Cities Skylines, It's Time To Burn

    Cities Skylines, It's Time To Burn

    Cities Skylines is an amazing city building game
    , but destroying them? That’s a SimCity thing. Or it was, until the announcement of Skylines’ Natural Disasters expansion.

    Read more…

    Powered by WPeMatico

  • Valve Forbids Coaches From Helping Out During Pro Counter-Strike Matches

    Valve Forbids Coaches From Helping Out During Pro Counter-Strike Matches

    As time has passed, coaches have become increasingly invaluable parts of pro Counter-Strike teams. During matches, some keep track of strategies, monitor the in-game economy, and call plays. Valve has decided this doesn’t gel with their goals for Counter-Strike.

    Read more…

    Powered by WPeMatico

  • Capy's Below Delayed Until…The Future

    Capy's Below Delayed Until…The Future

    Below, the next game from Capy (Sword & Sworcery, Super Time Force), was meant to be out this Summer
    ! Now it’s not. Now it will be out…well, one day.

    Read more…

    Powered by WPeMatico

  • Watch: New Trailer for Bowie's 'The Man Who Fell to Earth' Re-Release

    Watch: New Trailer for Bowie's 'The Man Who Fell to Earth' Re-Release

    The Man Who Fell to Earth Trailer

    “If I were you, I’d be secretive…” Studiocanal UK has debuted a brand new trailer for the upcoming 40th anniversary re-release of Nicolas Roeg’s sci-fi film The Man Who Fell to Earth, starring the late David Bowie as an alien who lands on Earth in hopes of getting water for his dying planet. He starts a technology company to get the billions of dollars he needs to build a return spacecraft, but does not count on the greed and ruthlessness of business here on Earth. The film also stars Candy Clark as Mary-Lou, plus Rip Torn, Buck Henry and Bernie Casey. This is one of this quirky yet totally unique kind of sci-fi cult classics that if you haven’t seen yet, now’s the perfect time to catch up with it. The mesmerizing score by John Phillips & Stomu Yamashta is also getting released in full (on vinyl, too!) for those interested in grabbing it. Enjoy. ›››

    Continue reading Watch: New Trailer for Bowie’s ‘The Man Who Fell to Earth’ Re-Release

    Powered by WPeMatico