Posts Tagged ‘Fortnite’

Don’t hate on tutorials

“Press B to Crouch” under the obviously placed fallen ceiling. Remove your abilities to show you how to aim your gun. Wrest the camera control away to show the low cover you’re meant to be hiding behind. ‘Onboarding’? Vomit. Usability is a mark of all that is bad about modern game design. It undermines all the best things about games, sanding off their edges, taking autonomy away, designing for the lowest common denominator. Right?

Nope. “I’ve never met anybody yet who only wanted ten people to play their game,” says Graham McAllister, founder of Player Research, a playtesting and user research specialist for games. “These are passionate people who want as many people as possible to love their game.” Usability is one of the more misunderstood elements of game design. It doesn’t strangle challenge, depth and imagination. In fact, it’s meant to do precisely the opposite. Read the rest of this entry »

Epic’s Fortnite enters early access in July

Epic Games today announced that their base-building zombie apocalypse looter-shooter Fortnite [official site] will enter paid early access on July 25th. It will eventually launch as free-to-play in 2018 but, if you want to team up with your chums to scavenge, build bases, and kill zombies now now now, you will be able to pay to start before the game is finished. If you don’t want to, hey, no one will force you to buy it. (Will they? Are they? Are you safe? Double-space your comment if you need help.) Before that, check out this new trailer explaining what Fortnite is about: Read the rest of this entry »

Flash Bang Wallop! Nvidia Ansel’s Screenshot Tools

Nvidia have unveiled their next top-end GPU, the GeForce GTX 1080, which they say can draw lots of really nice pictures really fast. Look, I’m sure Jeremy and his Week in Tech will have more to say about that soon, but what’s interesting to me is the software they announced alongside it. Nvidia Ansel will let people take fancier screenshots, pausing the action to rearrange the camera, apply effects, take ultra-high-res snaps, make 360-degree panoramas compatible with VR goggles, and so on. Support for Ansel is coming to Nvidia GPUs for games including The Witcher 3, The Witness, and No Man’s Sky, and it’ll work on many cards older than the 1080 too.

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People Can Fly Flies Again, Still Owns Bulletstorm

a person who can fly top right, albeit unwillingly

Polish studio People Can Fly made well-received OTT shooters Painkiller and Bulletstorm, then they got bought by Epic and became Epic Games Poland, and now suddenly they’re independent and are People Can Fly again. I’m genuinely distressed that they didn’t take the opportunity to name themselves People Can Fly Again. No cast-iron reason has been given for the regained independence and there is, as yet, no sign of conflict, but the official line is that it’s “to reflect the team’s desire to create their own games.” PCF confirm to us that they retain the rights to Bulletstorm, but sadly there’s no talk of a sequel as yet.
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Epic Look At Fortnite’s Buildings, Bullets, And Btraps

Seriously, Alice - 'btraps'? YES SERIOUSLY.

The Unreal dudes at Epic started showing off a lot more of their build-o-craft-me-shoot-a-zombie ’em up Fortnite [official site] while my head was turned. They’ve got members of the gang on livestreams to chat about specific features then show ’em off, so far covering building, weapons, and traps. That’s most of the core of a sandbox game about building bases and killing monsters.

But is it different enough from the squillion other crafty monster mashes to catch your eye? I don’t know: it’s your eye. How do I know what your eyes see? It’s not like I plopped one of your eyes out and swapped in one of mine. Haha how would I do that? I don’t even know what a spoon is.

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Zone Of The Defenders: Fortnite

As I was watching the latest Fortnite video to emerge from the artist formerly known as Epic MegaGames, a voice at the back of my brainbox suggested that the developer talkthrough reminded me of something I read yesterday. Could it have been the fifth chapter of ill-advised The Shining sequel, Doctor Sleep? Nope. We could argue that psychic vampiric traveller clan the True Knot are a metaphor for gamers, with their need for ‘the good Steam’, but that’s a stretch. Maybe it was an article about Lego Architecture Studio? Nah. That’s a different kind of construction entirely.

Aha! It was John’s draconian and violently enforced rules for games. The video, you see, is like watching a tutorial for a game I’ve already played.

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How Epic Hopes To Avoid Pay-To-Win With Fortnite

Fortnite is, technically speaking, Epic’s first free-to-play game. The crayola colored smash-and-shoot-and-loot-and-build-er is being designed primarily as a co-op thing, but with persistent MMO-style progression underlying it all. There’s also still-nascent PVP in the works, further necessitating balance in the name of fair fun. Fortnite is, however, a giant mixed bag of moving parts, multiple genres (action, building, crafting, a Gears-of-War-style horde mode, etc) mashed together. How do you make all of that free-to-play without mucking it up?

I asked producer Roger Collum about Epic’s plans, influences from games like League of Legends and Team Fortress 2, the potential emergence of a tedious grind with things like XP boosters in the mix, whether or not you can really equate time and money as free-to-play devs so often do, and more. It’s all below.

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