Posts Tagged ‘interview’

Paladins: When A Shooter And A CCG Have A Baby…

“It’s a card game but it’s a shooter but it’s a MOBA but it’s kinda not and there’s characters… JUST MAKE IT WORK!”

Rory “Drybear” Newbrough is laughing as he talks to me about the process of creating Paladins: Champions of the Realm [official site], Hi-Rez’s shooter where in-game progression comes comes via a collectible card system. I’ve been trying out the closed beta and had a whole heap of questions about where the game came from and where it’s going. Lead designer Newbrough (and studio president Stew Chisam) were on hand to answer:

Read the rest of this entry »

Virtual Planes, Virtual Airports And Absolutely No Rogering: Inside The Fascinating World Of VATSIM

The last time I tried my hand at flying a plane on my PC was while exploring multiplayer Grand Theft Auto V. I couldn’t master the craft at all and crashed and burned my way through a wind farm as friends expressed horror and mirth. I suspect that my own utter incompetence in the face of flight versus the skill of others is part of what fascinates me about VATSIM.

VATSIM is short for Virtual Air Traffic Simulation Network. It’s a system which populates a flight sim by connecting enthusiasts who each take on piloting or air traffic controller roles. I found out about it through Graham who had spent time on one of the VATSIM forums picking through people’s stories and relaying them to me over Gchat (as in Google Chat – Graham doesn’t have his own chat client yet).

Obviously I was concerned about gaining access myself (the ruined wind farm still loomed large as a relatively recent trauma despite GTA V not being in any way a flight sim). That’s why I got in touch with Justin Friedland. He’s the Vice President of Communications and Marketing at VATSIM and has been flying simulated aircraft since Microsoft Flight Simulator, which was released in 1982.

Read the rest of this entry »

White Wolf Interview: “There Have Not Been Enough Video Games Set In The World Of Darkness”

The news that Paradox Interactive had purchased World of Darkness creator and publisher White Wolf a couple of weeks ago came as something of a surprise. It also raised a lot of questions: what would become of existing third-party relationships? What are the plans for digital spin-offs of White Wolf properties? Can we expect another Vampire: The Masquerade CRPG at any point in the near future?

We contacted new White Wolf CEO Tobias Sjögren to discover the answers to those questions and many more.

Read the rest of this entry »

Predicting Tomorrow: The Art, Architecture And Fashion Of Deux Ex Mankind Divided

Deus Ex: Mankind Divided[official site] is already looking like a worthy follow-up to Human Revolution as well as an inventive prequel to Ion Storm’s original cyberpunk classic. When we visited the studio to play the game earlier this month, we also spent time talking to two of the brains behind the game about the inspirations and processes that go into this bleak vision of the future.

First up, here’s Jonathan Jacques-Belletête, executive art director at the studio. We spoke to him about collaborative storytelling, fashion, architecture and graphic design. Along the way we learned about content cut from Human Revolution, the places that Deus Ex is going next and why Jacques-Belletête believes that India could be a perfect cyberpunk setting.

Read the rest of this entry »

How 80 Days Adapted The Modernist Spirit Of Verne

80 Days [official site] has finished its journey around mobile platforms and finally arrived at its ultimate destination, the PC. If you read our review earlier this week, you might know I like it.

Back in March, long in advance of the PC version’s announcement or release, I met Inkle founders Jon Ingold and Joseph Humfrey alongside 80 Days writer Meg Jayanth. They told me about adapting the spirit of Jules Verne, their responsibility to be progressive, the importance of writing games with people and dialogue, how to make players trust that their choices matter, what Phileas Fogg has in common with James T. Kirk, and what Verne might have thought had he played the game.

Read the rest of this entry »

Interview: Overwatch Game Designer On Blizzard’s FPS

Overwatch [official site] was rather a highlight of the recent European Road to Blizzcon event for me. It’s Blizzard’s foray into first person shooters and has provoked a lot of TF2 chat and comparison from colleagues. A build of the game was playable in two demo zones so I had hands-on time with a clutch of characters. I found it to be an intriguing proposition despite having been lukewarm at best about the trailer videos. Progressing on the two maps available felt like problems to solve using heroes and their abilities as well as an exercise in shooting characters successfully.

It’s still very much a work in progress and there were elements I was less sure of so game designer Geoff Goodman stepped up to answer my resultant questions. Questions like “Is it hard to make tanks?”, “How do you even start designing matchmaking?”, “When’s the beta?” and “Can’t you just cheat in your office Overwatch tournament?”

Read on for his replies:

Read the rest of this entry »

Heroes Of The Storm: Grubby On How To Watch Pro Matches

The finals of the Heroes of the Storm [official site] European Championships were mere hours away as I huddled on a sofa with match caster Manuel ‘Grubby’ Schenkhuizen. He’s a former Warcraft 3 World Champion and StarCraft 2 pro player but this weekend he was dispensing wisdom on the subject of Blizzard’s all-star hero brawler. Meanwhile I was stealing his expertise and putting it in my game journalist pouch so I could feed it to you later.

What I wanted to know was this: how to make the jump from playing HotS with more enthusiasm than expertise in a pool of friends and strangers to watching a competitive HotS match and knowing what on earth is going on.

You need to be more like an anxious parent at a music recital. Read on to find out why!

Read the rest of this entry »

The Future Plans & Popular Grind Of Ark: Survival Evolved

Ark: Survival Evolved [official site] is currently the fifth most played game on Steam. It’s not the first early access survival game to reach such heights, but so far it’s one of the few to have maintained it. At this year’s Gamescom 2015 I spoke to co-creative director Jesse Rapczak about what he feels Ark is doing different, their release and expansion plans, how you foster a less sociopathic survival game playerbase, and why his game is so grindy.

Read the rest of this entry »

The Design And Politics Of Deus Ex Mankind Divided

At Gamescom 2015, I had the opportunity to talk to Deus Ex: Mankind Divided gameplay director Patrick Fortier. We talked about feeling a sense of ownership over Deus Ex at last, expanding the language of its level design beyond vents, and the politics of a “mechanical apartheid.” Before I asked him about the game’s ceilings.

Read the rest of this entry »

Galaxies, Wrenches And Disclosures: Gunpoint Creator Tom Francis’ Heat Signature

Heat Signature [official site] is an action/stealth game in which you can go inside the spaceships, from the team behind Gunpoint. I played a recent build last week and spoke to its lead designer Tom Francis about how how it’s grown into a game of factional war, if it can ever be finished, comedy wrench KOs and the awkwardness of journalists covering ex-journalists’ games. By which I mean: disclaimer – I used to work at the same magazine company as Tom, and we socialised on occasion.

Heat Signature’s pratfalls-in-space concepts were a giggle already, but the scope has expanded dramatically since the first time I saw it, less than a year ago. It’s becoming Galactic Civilizations as well as this sort of high-speed, outer space heist game. Gunpoint’s use of physics as both freeform puzzle and source of Three Stooges comedy ethos is very clearly in there, as is a shared determination to ensure the player is doing their own thing in any given second of the game, but as well as stealing procedurally-generated spaceships you now get to play galactic factions against each other in a persistent universe. This wasn’t the original plan.

Read the rest of this entry »