October 26

Sega is Having A Very Successful 2024

Sonic X Shadow Generations has sold over 1 million units within its first 24 hours after being launched. Compared to Sonic Frontiers, which sold 2.5 million units within its first month, eventually growing to 3.5 to date. This game gets added to Sega’s list of high selling games in 2024, with games such as:

Persona 3 Reload, which has sold over 22million units since it launched in February this year

Like a Dragon: Infinite Wealth, which has become the most played instalment in the series on Steam (First day of release)

and recently Metaphor: ReFantazio, Which dethroned Persona 3 Reload by also selling 1 million copies in a day.

 

(Link to the article: https://www.gamedeveloper.com/business/sonic-x-shadow-generations-sells-over-1-million-copies-at-launch)

October 26

US Copyright office rejects supporting game preservation

Since 2021 the Video Game History Foundation has been working on a way to preserve games that are out of print alongside Software Protection Network. However, this is currently forbidden according to section 1201 of the DMCA.

Preserving video games allows us to “celebrate, and teach the history of video games” by the words of the VGHA, as by their own studies they concluded that 87% of games released prior to 2010 in the US are virtually inaccessible.

The ESA (Entertainment Software Association) has been against reserving games, as there is a “substantial market” for classic games, as well as secondary markets, in their words preserving games with minimal supervision would eliminate this substantial market.

As a response to the denial, the VGHA stated the following “We encourage people in the game industry who are disappointed by the Copyright Office’s decision to ask their leadership to push for greater support for the work of libraries and archives within their industry groups.”

 

(Link of the article: https://www.gamedeveloper.com/business/u-s-copyright-office-rejects-dmca-exemption-to-support-game-preservation)

October 25

6 Key components of 3D Modelling

There are 6 key components when it comes to 3D Modelling.

1. Form:

First thing you want to do, is think about the overall shape of what you want to model. Complex shapes are made up of smaller, simpler shapes (which will help you get the underline structure)

Identify the most defining features first, then fill in the gaps later (I.e jaw line, rings around the eyes) use a reference as you go to check your angles, don’t rely too much on modelling sheets, as you will jump into the different views as things may look odd when you zoom out. (Orthographic is a good example to see your model) if you start with very little detail, and only add more detail when the shape is as good as it can get. If the model is looking mushy it means you’ve added too much detail.

2. Detail:

It’s important to understand what details to make and where to place them. There are limits when you have a certain rendering budget you can’t add an exponential amount of detail. Levels of detail allows for you to read your model better, it will add details that will make it easier for the modelling process. A good 3D artist to look at is Niel Blevands (primary, secondary, terciery shapes), he basically says that having big areas of detail, medium areas of detail, and small areas of detail mix between each other to create your model. It’s important to have clear “focused” areas with tons of detail, and then have some blank areas for “breathing space”

When modelling you should work in paces, make your big details first then move onto your medium, then your small details. If you focus on a big area, then move onto another area and fully detail it, it may look good when zoomed in, but it may hinder the overall model when you’re zoomed out. By working all around your model, quickly switching between areas and only focusing on big first, then move onto the smaller ones, it will help the iverall model look harmonious

3. Scale:

Scale will make a difference with how lighting works on your set. It’s important to be consistent with your models and between scenes regardless of the file, as it will help with making things look just right. Use references to check the bevelling, the width, length and the depth of what your making. Good example of this is a table, if you get the measurements online and scale it to those exact measurements it may look a bit off, for example you may have added too much bevelling or the legs are too wide. Make sure everything is in proportion.

4. Adaptation:

Keeping the object as easy to modify as possible. Also needs to adapt to new positions when animated, whither it be joints in the arms, you gotta make sure everything is looking the same way and have the different joints move as a proper arm would.

5. Reuse:

No one likes to do the same work countless times, IE using the mirror modifier, or duplicating parts of your mesh so you don’t have to start from scratch. Something you could use is ALT+D instead of SHIFT+D to have an instance of an object with different scales and different positions but still have linked geometry so that if you make a change to one, you make a change to all. This can safe a lot of time and can help you make your objects look visually appealing.

6. Surface Quality:

This is how your objects look whilst rendered. How you model your object and the way geometry flows in has a big impact on how the light impacts the surface. Be on the look out for pinches, bumps that aren’t/shouldn’t be there, this is a sign that the topology isn’t matching up with the form of the object.

 

 

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October 25

Researching Monopoly

The layout of the board is simple, the board is a light green which allows for each individual tile to be seen and read clearly. The card design is simple, to the point, which is something that I will take into consideration for my cards.

The board itself has big, capital and bold letters, allowing it to be easily read by younger audiences, it also makes each individual tile stand out. The writing on the cards is also fully in capital, which makes it easier to read.

The aesthetic of Monopoly is rather simple, which settles the tone of the game very easily. It’s a simplistic yet effective look, the different colours and writing allows for everyone to be able to see the tiles on the board, which reflects on how simple it is to pick up and play by everyone.

 

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October 25

Roblox is adding new Saftey Measures for kids

Roblox is a widely popular game which can be played by all ages. It’s very popular amongst children, and there have been reports over the past couple of years of parents being worried about their children’s safety.

Game Developer reports that in November, Roblox will be adding new safety measures, their outlet said the new measures “are part of [our] commitment to making the platform one of the safest online environments for our users, particularly the youngest users.”

The new measures require children under the age of 13 to have parent supervision and permission to access chat features.

 

(Link to the article: https://www.gamedeveloper.com/business/roblox-launching-new-child-safety-measures-in-november)

October 25

Ideas for Duel System

I’ve decided to use 16 different “Duels” in order to keep Monopoly fresh in the attempt to stream-line the game further.

 

Here are my ideas (WIP):

-Players 1 & 3 bid any amount of money that you want (5/10/20/25/50/100/500), roll two dice, whoever gets the highest points will get the amount they bid back, as well as all the money the opponent bid. (If there’s a tie, roll again until there’s a winner.)

 

-Players 2 & 3 have to choose a property they own, both players now have to do a “best of 3” at Rock Paper Scissors. The winner will keep their property, as well as the property of the opponent. (In the event that either of these players don’t have a property, the player who doesn’t have a property chooses who they want to replace them. If no players have a property, put this card at the bottom of the pile and draw another.)

 

-The two players with the highest amount of money have to bid their most expensive property, both players shall roll the dice 3 times, the player that gets the highest amount of points will recuperate their property, as well as win the opponents property.

 

-All players bid an amount (5/10/20/25/100/500), each player shall take turns rolling the dice, the two players with the highest amount of points, win a 75% (Player with the most points) and 25% (Second player with the most points) of the money. If there’s a draw, both players will have to roll the dice until there’s a winner.

 

-Players 3 & 4 put down €100, the player who rolls the lowest will win the amount they put back, as well as the amount of the opponent. (In the event one player doesn’t have €100, they choose a player who does. If there’s a tie, repeat until there’s a winner

 

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October 19

Riot Games Lays Off Employees

Riot Games has layed off a total of 32 employees, 27 of which were part of the League of Legends team. Co-Founder Marc Merill says that this layoff is a part of a long term plan so that there’s more experience within the League of Legends staff so that the game can last another 15 years and beyond.

He added that it wasn’t to save on money, nor that it would hinder the development process of any of the beloved games, they’re trying to “solve today’s challenges faster, while also building for the future.”

additionally, those staff that have been affected, will have a six month severance and annual bonus alongside health coverage and job placement assistance.

 

(Link to the article: https://www.gamedeveloper.com/business/riot-games-lays-off-staff-to-solve-challenges-and-build-for-the-future-)

October 16

WEEK 1/2 READING- Understanding video games: the essential introduction

Origins of Games:

Senet:

-Senet is a game that has been found to have originated around 2686-2613 BC in Egypt. Senet is a game that required both skill and chance.

It is speculated that Senet’s status changed overtime, from a pastime to an activity with potent symbolism and with great religious significance.

The Royal Game of “Ur”:

-Around the same time of Senet, in Mesopotamia, a game with dice elements known as Ur was also being played.

It’s clear that games, apart from serving ritual functions, they were also used to entertain in social interactions.

 

Go:

-Go has been played since 200 BC.

 

The Olympic Games (700 BC):

-The beginning of the Olympic Games were held around 776 BC, which were formed and compromised by carefully framed rules, assigning scores to participants.

The Olympic Games of then, like early known board games show us a basic human behavior-to create games, even if it means creating the most “noncreational thing” into a game.

 

-Dice has been used in games of chance from the seventh century BC.

 

-At the time of the first Olympic Games, there was a version of Chess called “Chaturanga”, which was a sanskrit term referring to a “battle formation”

Chaturanga is quite similar to contemporary Chess, a “King” of sorts being the all powerful piece, as well as different pieces having different “powers”, however, it wasn’t until the tenth century, where the game of Chaturanga that was present within some Arab luggage, that it had arrived to Europe and Africa. And it wasn’t until the fifteenth century that it started to undergo a standardization process.

 

Card games would undergo a similar experience around this time (They have only been in Europe for about 2 centuries at this point), which were now given “Standardized card suits”.

 

Mid Eighteenth Cen:

Similar to Senet, playing cards took on symbolic/mystical functions, as they were employed in the service of fortune telling.

1842/1843:

-In this year, the Idea of making a board game based on “actual real-world activities” flourished. Made by Prussian Lieutenant, George Von Reisswitz was the game known as “Kriegsspiel”, this strategy game which offered a wide range of situations, became popular with Prussian army personnel.

-In 1843, the game known as The Mansion of Happiness became the first commercially produced game in the US. This board game offered a simplistic vision of the world, where good deeds were rewarded and bad ones were punished.

 

1930’s, Monopoly:

-In the Mid 1930’s, the game of Monopoly, published by Parker Brothers would be released. This title was based on a previous board game called “The Landlord’s Game” as well as other so-called “descendants” however, these didn’t achieve the fame of Monopoly.

 

-Monopoly doesn’t attempt to put on an act about awarding in-game niceties, the game combines strategic thinking of the player’s drive for dominating a fictional real estate world with the factor of chance. The game rewards nothing better than bold capitalist perseverance, which directly challenges the cultural values and values of its players, which is why it became such a success with younger audiences of the time, allowing it to sell over 200 million copies worldwide. Thanks to its success, it allowed for board games to be established as a foundational family activity for all ages.

 

WW’s:

-During the aftermath of WWII, electronic games were struggling to flourish. In the 1950’s, we would see the publications of various strategic war games, including the games “Risk” and “Diplomacy”

The complexity of “Kriegsspiel” does bleed into many of these war games. However, Diplomacy barely relies on rule sets. Players battle for domination in a WW1 Europe, and Negotiations as well as Interpersonal Scheming are crucial for this goal, creating a Layered Machiavellian experience despite the simplicity of the rules.

 

Mid 20’ TH Century:

-Around the mid twentieth century, commercially produced games were an established part of cultures around the globe. We played games of chance, games of strategy and war, as well as games that simulate aspects of the real world/of real life.

 

-In 1954, J.R.R Tolkein published The Lord of The Rings, which would completely revolutionise the landscape of literature and introduce the world to the fantasy genre.The world wide success would cause more authors to recreate their own worlds such as mediaeval or mythical worlds which would be stacked with magic, dragons and heroes. Despite this spur of authors, none had reached the success of J.R.R Tolkein’s tale, which catered to many hungry readers and ultimately created the many fantasy fans which continue to thrive nowadays.

 

-The 1960’s saw the rapid increase of war games, strategic tabletop games where maps, dice, and figures (which would be used to simulate battles), which were used to recreate historical conflicts.

 

-Around the 1970’s, the “pen and paper RPGs” would be developed thanks to popular convergence as well as popular trends around the time.

 

-War games and Fantasy games found a primary audience of young/teenage males, so it was only a question of time for both genres to merge. The best example of these would be war games with a fantasy aesthetic/theme, which would usually star elves and orcs which replaced the armies formed by the European empires.

 

-The mother of all RPG games, Dungeons and Dragons (Created by Dave Arneson and Gary Gyax in 1974), is directly based on a fantasy war game called Chainmail. When it originally came out, D&D was selling around 7,000 copies a month. By 1979, it had “spawned” a multitude of sequels as well as numerous gamers to become game designers, this was because of the game’s complex rules which seemed to be a magnet for aspiring designers, who went on record to adapt D&D’s several rules into their own fantasy worlds.

 

-After the success of D&D, RPG games seemed to grow in popularity exponentially. Some of them aimed to simplify complicated rules whilst maintaining a fantasy setting. In 1976, Runequest was released, which was set in a fictional world during the bronze age; its rules have been praised as the beginning of modern RPG.

Other games introduced new universes and settings, such as 1977’s Traveller, a science fiction game.

 

-However, by the end of the 1970’s, the media news media spread a “concern” about the hobby of Role-playing, as they connected the fact that youth cases of suicide or criminal activity.behaviour were related to role-playing games. This was enhanced further with the general public not really appreciating the pastime of allowing young people sit in their living rooms, discussing mediaeval weapons or slaughtering monsters, as this struck some parents to be morbid or unhealthy for their children. (Page 65) Role-playing games were also labelled as “Blasphemous” by religious cycles. These controversies have also occurred to their video-game counterparts, which have eclipsed their table-top counterparts drastically in world wide sales.

 

MUD and History In VG’s:

-MUD is a Multi User Dungeon which is a system for virtual role playing (usually found in chat rooms)

-Video-games have removed the need for a “Dungeon Master”

-Tabletop games have inspired MUD and text adventures, which slowly turned into the MMO’s we know nowadays.

-The history of games doesn’t fall into categories that easily, so it’s easier to categorise it by decades.

-Regardless of the project, the importance of history is prominent as history does tend to repeat itself.

-Sometimes history is very important, games such as WoW have direct history with MUD such as copying the communication interface from MUD.

 

PG 67:

-It isn’t clear as to what the first videogame was.

 

-In 1949 Cambridge, UK, scientists managed to start operating a very early computer (EDSAC), however it wasn’t until 3 years later that a PHD student got a single player version of tic tac toe to run on it.

 

-In brookhaven laboratory, visitors were under-impressed by the massive mainframes on display. As an effort to impress the public, “tennis for two” was made. Despite being electronic, it ran on analogue equipment.

 

PG 68:

-In 1961, in MIT, three men developed “Spacewar!” on a friendly computer (of the time) to interest visitors of the lab since they were unimpressed by the tic tac toe

 

-Despite Spacewar! Probably being the first videogame, it was certainly not the first step in the process.

 

-Spacewar! Became an inspiration for game developers of the time, and because of its success, it was given a couple of updates with new features.

 

-The only other milestone in the 60’s, is that a TV engineer began the base development for the first “At home” game console, with the intention of being played on a Television.

 

-Despite many action games being developed, it wasn’t until “Magnavox” picked up the technology in a deal and included this technology in their TV sets.

 

PG 69:

-In 1970’s, video games grew extensively, marking the beginning of the gaming industry.

 

-Arcade games were played on dedicated coin operated machines.

 

-Atari was the most important game producer of the time, they created an unsuccessful copy of Spacewar!, which paved the way to create the game Pong, which was a commercial success and heavily impacted and created a new market in corporate America.

 

-The aforementioned Magnavox deal further developed into the Odyssey console.

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October 15

Hackers hit Pokémon

Written by Tom Regan, contributing editor for Game Developer, reports that Game Freak, developers of the Pokémon games have been victims to a large scale hack.

Th article reports that over 1TB of confidential data, such as the personal data of 2600 former and current employees as well as data regarding their games has been accessed by a third party. Game Freak reports that the data breach happened in August 2024, which has caused them to strengthen their cyber security. The data breach has also given the code name of the Nintendo Switch’s successor as well the code name for the tenth generation of the Pokémon series, the leaker also reportedly has access to the source code of the next two Pokémon games. Game Freak is currently trying to contact those who’s data has been accessed apologizing for those who have been affected by this data breach.

(Link to the article: https://www.gamedeveloper.com/business/pok-mon-developer-game-freak-has-been-targeted-in-massive-data-breach)

October 11

Art and Aesthetic for board game

Chosen Game: Monopoly.

We learnt about MAF, which stands for Mechanics, Aesthetics and Framework.

Mechanics: To stream line the game, and make it feel more like the fast pace board games most are used to, I’ve decided to make a new mechanic called “Duel”

Aesthetic: I’ve decided to make my Monopoly Spanish themed, specifically in a modern day Spain. With 4 “Main” points which’ll make the 4 different corners of the board, I’ve chosen to use “Madrid”, “Barcelona”, “Andalusia”, and “Andorra”

 

I’ve decided to make each region have a characteristic area to base the squares on, for example in Madrid I decided to pick “Plaza Mayor”, which is the biggest shopping district in Spain as well as one of the most iconic places in Madrid. I would like to incorporate having more shops/stops in this area where the players are “forced” to pay if they land in someone’s shop.

Plaza Mayor-Madrid
For Barcelona, I’ve chosen to go with it’s most famous monument “La Sagrada Familia”, a monument that has been under construction since 1882. I’d like to incorporate a way where there are more stations around this area, or even more chance spots in this area.
Sagrada Familia
Andalusia is a challenging place to pick one specific atmosphere to represent it, as the south is Spain is made up of so many different cultures, I believe it would be “best” to have certain characteristic Spanish traditions/doodles to represent this area. These would include “La Sevillana”, as well as “Costa Del Sol”
It would definitely be challenging, but I would aim to have more chance spaces in Andalusia, to set the vibe/mood of the spontaneous nature of not knowing what you’ll encounter when you’re in the south of Spain!
SevillanaCosta Del Sol
I was originally going to go with The Basque Country as my final choice. However, I decided to change it to be Andorra instead, as I feel as I can play around with that area of Spain much better than The Basque Country. Andorra is popular for buying houses, so maybe I will put the “shops” as houses to simulate the real world Andorra.
Andorra
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