wrysanity

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    Generative AI in gaming development is already here, and it’s going to get messy

    Brian Merchant for Wired:

    A recent survey from the organizers of the Game Developers Conference found that 49 percent of the survey’s more than 3,000 respondents said their workplace used AI, and four out of five said they had ethical concerns about its use.

    Brian’s piece is thoroughly reported, and presents a messy, transitional state of affairs, as the gaming industry navigates a new reality where automated creativity (gross did I really type that) has become available during a shaky economic period.

    Managers at video game companies aren’t necessarily using AI to eliminate entire departments, but many are using it to cut corners, ramp up productivity, and compensate for attrition after layoffs. In other words, bosses are already using AI to replace and degrade jobs. The process just doesn’t always look like what you might imagine. It’s complex, based on opaque executive decisions, and the endgame is murky. It’s less Skynet and more of a mass effect—and it’s happening right now.

    Though many of the game workers and artists were queasy about this proliferation, and some were even afraid for their livelihoods, few spoke out. “I think we all didn’t talk about it much for fear of losing our jobs,” Noah says. He claims Activision assured its artists that generative AI would be used only for internal concepts, not final game assets—and importantly, that AI would not be used to replace them.

    Yet by the end of the year, Activision made an AI-generated cosmetic available for purchase on the Call of Duty: Modern Warfare 3 store.

    Essential reading.

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    NBA Street spiritual successor announced

    Several former EA developers, including former Visceral Games GM Scott Probst, have formed a new studio to make a spiritual successor to NBA Street — the beloved 3v3 street basketball series released back in the early 2000s.

    Titled The Run: Got Next, the new project developed by Play by Play Studios is a “character-driven, full court 3v3 hoops game that celebrates the attitude, style, and skills of streetball culture” developed in Unreal Engine 5, with players stringing together an extended winning streak against opponents either solo or with friends online (discussions are “ongoing” about whether it will include a complete offline mode). Similar to roguelites like Balatro, players will be able to visit a shop between games to acquire “items, sponsors, abilities, kicks, and more.”

    IGN

    The world is ready for an NBA Street successor, imo – but, to be frank, the online-only rogue-ish concept feels like a wobbly approach to me.

    Will keep an eye on this one, but the announcement is unconvincing.

    (Awful name too, jebus).

  • Rolled credits: Control

    Well, I definitely waited way too long to play this game.

    While you can fairly level a few criticisms at the game (an uninteresting skill tree, not enough definition in the weapon variety, the ending?) it’s an excellent game.

    More and more, I tend to vibe with a game based on how well-realised the world is, or how close the developers hit the mark with what they “were going for”. Control oozes style – a sense of place, mood and tone. And the game gives the spaces a reason-to-be with kinetic satisfying combat.

    Highly recommended.


    Watch after playing:

    “Brutalist buildings have a tendency to loom. They’ve got too many windows, or none windows…”

    Simone de Rochefort – Polygon
  • Now playing: Control

    I started, then bounced off Control back when the Ultimate Edition first went on sale.

    At the time, I recall, there was a dire lack of save points in the game – which meant early on when I found a difficult room, I had to run down 8 hallways to get back to the death-room just to die all over again.

    Maybe I was getting frustrated, or maybe I was just worse at gaming (probably both), but that experience was enough to send me looking for something else to play.

    So after I finished Jedi Survivor I decided to forgo the enticing call of Diablo IV and head to The Oldest House instead.

    Well, I love it.

    It’s conceptually deep, with fun combat and a unique way of presenting the world. It’s probably my favourite game I’ve played this year so far.

    Let’s see how it holds up.

  • Rolled credits: Jedi Survivor

    Combat, movement, romance, drama – everything about Survivor was dialed up from Fallen Order.

    The levels are excellent, both in design and dressing, with gorgeous textures, foliage and lighting. Combat is tight and responsive, with much better boss balancing as compared to Fallen Order. Story and production are top-tier, which incredible music and sound, and wonderful performances.

    The only real shame was performance. I played 30fps for the vast majority of the game, which took a little getting used to, but to me fell more immersive. Even then certain areas on Koboh absolutely chug, and I switched to 60fps for the final bosses (no spoilers).

    Jedi: Survivor is up there for me in the best game I’ve played this year – it’ll definitely be on my top ten. Highly recommended!

  • The coolest games I saw today – Summer Games, Dev of the Devs, Devolver Direct

    Despite the ghost of E3 looming over June, the Summer Games Fest, Day of the Devs and Devolver Direct all went live today.

    I sorted through the avalanche of announcements and trailers to find the *coolest* stuff!

    Keep reading

  • Rolled credits: Planet of Lana

    Planet of Lana wears it influences on its sleeve, and while I don’t think it reaches the highest highs of Playground’s INSIDE, the fact that you can fairly compare the two is a huge compliment to Wishfully Studios – made even more impressive by the fact it’s their first game.

    Planet of Lana is a genuinely polished experience – it’s well paced, beautifully art directed and staged, wonderfully scored. The story and acting are simple but very effective, with the gameplay journey propelling you towards an emotionally resonant conclusion via puzzles, traversal and cinematic moments.


    Recommended: Luke Lohr’s interview with Creative Director, Adam Stjärnljus has some fantastic insight into the game’s development, including composer Takeshi Furukawa emailing him out of the blue to discuss scoring the game (Adam initially thought it was a hoax).

  • Linked: Behind the development of Redfall

    …to the makers of Redfall, the mediocre reception was no big surprise. The project suffered from unclear direction, frequent attrition and a perennial lack of staff, according to more than a dozen people who worked on the game.

    Jason Schreier

    Bloomberg’s Jason Schreier spoke to several anonymous developers about Redfall, and what led to the disastrous launch.

    A few notes:

    • Redfall development began during a tumultuous time when Zenimax was looking to be acquired. Their games historically had been critically well received but failed to sell huge numbers. This lead to a mandated focus on more “service” type games and MTX oppotunities.
    • Reportedly up to 70% of the developers that worked on Prey left the studio, and they then had difficulties hiring for a live service co-op game when the studio’s reputation was built on im-sim single player experiences.
    • The game had microtransaction plans in place for its first three years of development; this was ultimately scrapped.
    • Some working staff had privately hoped Microsoft would cancel the game, or allow for a full reboot.

    Inside the making of Redfall, Xbox’s latest misfire [Bloomberg]

  • Now Playing: Planet of Lana

    Planet of Lana wears it’s inspirations on its sleeve, but isn’t bound by them.

    As a huge (huge) fan of INSIDE and the Ori games, I wondered if PoL wouldn’t quite do enough to break free of the outrageous standard of quality and polish those games have set the genre. And while it doesn’t quite hit those lofty heights, in my experience so far it is at least in the conversation, which is a huge compliment.

    Dense but clear environments, a wonderful soundscape, and thoughtful level design are the standouts so far. I wondered if the puzzling would end up overly simplistic or stale, but the first full cave section has alleviated my worries.

    I’ll likely complete Planet of Lana in the next day or two. More soon…

  • No, idiots, GTA 6 is not going to be a PlayStation exclusive

    In late February 2019 an anonymous game developer posted a leak on Pastebin. They claimed to be employed by a small studio contracting on a PS5 launch title.

    Keep reading