Psychonauts - contact@rockpapershotgun.com (John Walker)

Hubbada flubble!

We mentioned earlier that Tim Schafer would love to make a Pyschonauts 2, but can’t get the funding. Well, Minecraft creator Markus “Notch” Persson spotted our story and suggested to Schafer that they should work together to make it happen>. Multimillionaire Persson clearly has the funds to do this, and everyone in the world with their brain in the right place wants to see a sequel to one of the most joyful games of all time, so this is a thing that might actually happen.

Clearly at the moment this is a tweeted offer, not a signed contract, but it’s a massively exciting one. Tim, say yes!

Psychonauts - contact@rockpapershotgun.com (Alec Meer)

His milk *is* delicious

Update: Minecraft-master Markus ‘Notch’ Persson has been publicly trying to get Tim Schafer’s attention today, saying “Let’s make Psychonauts 2 happen” and confirming to us that he’s serious. Who knows what, if anything, will come of this – but how exciting, eh?

Ah, the fine art of reporting on non-events: not news as such, but they make us go all misty-eyed and slightly sad. In this case, it’s Double Fine’s Tim Schafer revealing that he would gladly make another Psychonauts game, but no-one will give the studio the money they need for it. Aaaaaaaaaaaargh! (more…)

Psychonauts

Minecraft's Creator Wants to Put Up Money to Make Psychonauts 2 a Reality Tim Schafer's Psychonauts is practically synonymous with the phenomenon of great, under-appreciated games. It didn't set the world on fire with massive sales when it came out years ago but has gone one to become a cult favorite, with a Mac release happening late last year.


So, what about a sequel? Well, you may have noticed that Schafer's Double Fine dev studio's changed a bit. For the last two years, they've shifted to packs of smaller, leaner teams working on smaller, leaner games destined for the downloadable market. Schafer's said that from a manpower and financial perspective, Double Fine's not quite set up to crank out a follow-up to Psychonauts. Still, he told Digital Spy that he'd love to do a sequel if a few millions dollars magically appeared for that purpose.


Enter Markus Persson, creator of Minecraft and hat-wearer extraordinaire. After reading the interview with Schafer, the man known as Notch indicated on Twitter that he'd be willing to bankroll the return of ‘Nauts hero Razputin, saying "Let's make Psychonauts 2 happen" in a tweet directed to Schafer. and later remarking that he's serious.


Schafer's yet to respond, but it's unlikely that any pact would happen out in the open on Twitter. Nevertheless, if this gets the wheels turning on another Psychonauts game or a Double Fine/Mojang partnership, awesome things may transpire.


[Thanks, tipster Morris!]


Notch Says To Schafer "Lets Make Psychonauts 2 Happen"" [Rock Paper Shotgun]


Costume Quest - Valve
The latest patch for Costume Quest contains two significant changes:

- This fixes an occasional but serious crash bug, which was causing the game to write off the end of a mis-sized vertex buffer
- You can now disable vsync through the command line option -novsync. To set this through Steam, right-click on Costume Quest, select Properties, click Set Launch Options…, and enter –novsync. We’ll be adding this to the display settings UI in the near future.
RAGE - contact@rockpapershotgun.com (Jim Rossignol)

This year has been unusually rich in the kind of game that I most enjoy: those that are open-ended, or provide a sandbox world for me to mess about in. We usually get a couple of these every year, but in 2011 we seem to have run into a minor bounty of the open stuff, which is good news for explorers and meanderers alike. I’ve gone into a bit more detail about why this pleases me below. >

(more…)

Psychonauts

Why I Talked About Chickens to a Room Full of Game DevelopersA couple of weeks ago, I attended GDC Online in Austin. I was covering the event, but I was also there as a speaker, giving a microtalk as part of a six-critic panel on great game storytelling. Joining me were N'Gai Croal (Hit Detection), Leigh Alexander (Gamasutra), John Davidson (CBS Interactive/Gamespot), and Ben Fritz (the L.A. Times). The talk was organized and led by Chris Dahlen, who is editor-in-chief at Kill Screen Magazine.


We decided early on that we'd each give a small talk dedicated to one thing that we look for in a great video game story (or one thing that we'd love to never see again). The format was the wild card—Chris suggested we try something similar to the Pecha Kucha 20x20 talk, in which each presenter shows 20 slides which play for 20 seconds each. For my talk, I focused on character motivation, so of course I wound up talking about... chickens.


We did a modified version of Pecha Kucha, doing 20 slides apiece and setting them to play for 16 seconds each. Let me tell you: it was a challenge! I've given talks before, but I've always had control over when the slides advance. For this talk, I had to rehearse the hell out of it in order to make things line up the way I wanted them to. It wound up being a great exercise, and I think the approach helped me keep things focused.


I was thrilled to get to give a talk alongside such wonderful critics and writers, and I really enjoyed each talk. John took a loose, conversational look at the various storytelling tricks he values in games. N'Gai took a more technical approach, breaking down the main sorts of game storytelling and explaining them. Leigh's talk was a deep look at building better online characters and quest givers, her slides (humorsly and predictably) covered in text. Ben talked about how most of the games that win awards for writing are the games that feature the most writing, which was something I'd never considered before. Chris closed us out with my favorite of all the talks, in which he discussed mystery, and how only in games can players take an active part in unravelling the story.


At some point, video of the session will be available at the GDC Vault, but in the meantime I wrote to the folks at GDC Online and asked if it would be okay for me to run my microtalk here, and they said yes. So, in this slide show, you'll find my 20 slides. For the full experience, set a timer to ding every sixteen seconds and read the slides out loud to yourself. (Or, you know, just read it normally.)


Thanks to Chris Dahlen for including me, and to Jennifer Steele and everyone at GDC Online for having us! I can't wait to go back next year.



You can contact Kirk Hamilton, the author of this post, at kirk@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.

Why I Talked About Chickens to a Room Full of Game Developers
Hi everybody. I want to talk about character motivation, and I'd like to start with a question: Why did the chicken cross the road? I'm guessing that you all know the answer: she crossed to get to the other side. It's a nice, direct answer, humorous in its ironic simplicity.


Why I Talked About Chickens to a Room Full of Game Developers
But is that really a good enough answer? What if a car had come along? What if she had lost her way and never made it back to her family? Why would this chicken risk so much, what was she going towards, what was she trying to escape? What are we really asking here?


Why I Talked About Chickens to a Room Full of Game Developers
It's not so much "Why did the chicken cross the road," as it is simply: "Why?" Why do we do the things we do? Why do we love, why do we lie; why do we take risks or hurt one another? Why did the chicken cross the road?


…What does this have to do with videogame writing?


Well, maybe it doesn't have to be a chicken.


Why I Talked About Chickens to a Room Full of Game Developers
For me as a game critic, the question of "why" is of the utmost importance. Of course, that question is of the utmost importance for… pretty much every aspect of everything. But for today, when I talk about "Why," I'm talking about character motivation. Why do a game's characters do what they do?


Why I Talked About Chickens to a Room Full of Game Developers
Oftentimes the phrase "character motivation" becomes synonymous with "backstory." In Mass Effect, players are given the opportunity to choose their protagonist's backstory from a short list, and it kinda works! Choose a backstory, and voila! Instant character depth.


Why I Talked About Chickens to a Room Full of Game Developers
But backstory can be so much more than a quick and dirty means to providing character development. In Tim Schafer's Psychonauts, players enter the subconscious minds of the other characters, exploring their pasts, their secrets, their proud moments and their shame. It was a brilliant synthesis of character development and design.


Why I Talked About Chickens to a Room Full of Game Developers
The challenge is that too much backstory, improperly applied, can also backfire. I was frustrated with Brendan McNamera's LA Noire for the muddled ways that he and his writers attempted to show me Cole Phelps' motivations. I never did feel like I understood him, or why he did the things he did.


Why I Talked About Chickens to a Room Full of Game Developers
Great writing and performances can help inform of a character's "why" intuitively, and most of my favorite characters often feel motivated by the same unknowable impulses as rest of us. But then, that's television… or film, or literature. That's not video games.


Why I Talked About Chickens to a Room Full of Game Developers
Because here's the thing: when it comes to games, everything I've described is only half the story. Why did Frogger REALLY cross the road? He did it because you pushed the joystick forward. He didn't need another reason for his actions. This frog really DID cross the road just to get to the other side.


Why I Talked About Chickens to a Room Full of Game DevelopersOne of the most famous responses to the question "why" came from George Mallory before climbing Mount Everest. "Why do you want to climb the mountain?" he was asked.


"Because it's there."


"Because it's there" is a good enough response for many video game characters. Most, even.


Why I Talked About Chickens to a Room Full of Game Developers
Mallory was probably more concerned with how he was going to climb the mountain. And often, game designers seem similarly focused on the how over the why. How does this level work? How are our combat elements balanced? How do we get this vehicle segment functional?


Why I Talked About Chickens to a Room Full of Game Developers
But as a critic, I'm never as interested in how the chicken crossed the road as I am in why. By foot, by air; by boat, by train—it doesn't really matter. In a game, as soon as I've done something, I know how I did it. It's nicely unambiguous, but also narratively uninteresting.


Why I Talked About Chickens to a Room Full of Game Developers
Games may not need great characters to work, but well-developed, three-dimensional characters make me enjoy a game so much more. Why did he rescue his missing wife? Why did she defeat that dragon? Why did he build that farm? In so many games the answers to those questions are thin or even non-existent.


Why I Talked About Chickens to a Room Full of Game Developers
I guess it will always be both a risk and a challenge to ask videogame characters "why." That's partly because it'll probably always be easier to ignore the question entirely. It's also because of Frogger and the joystick: the conflict between player control and authorial intent.


Why I Talked About Chickens to a Room Full of Game Developers
But that conflict is precisely what makes videogame characters so fascinating to me! Shadow of the Colossus's Wander, tricked along with the player into committing heinous acts. Planescape Torment's Nameless One, his past catching up with him even as through him, the player creates a new future.


Why I Talked About Chickens to a Room Full of Game Developers
And then there's multiplayer, in which the connection between player and character becomes even more complex. Many multiplayer games have found an easy answer to the question "why." Why do we play multiplayer games? "To level up! To win!" But must that really be our sole motivation?


Why I Talked About Chickens to a Room Full of Game Developers
Whether by design or not, our personal motivations are already coming to bear in online spaces. What if I watered Suzy's crops not because I want to get more FarmVille bucks, but because I have a crush on her in real life? What if I screwed over a coworker in EVE Online because of a perceived workplace slight?


Why I Talked About Chickens to a Room Full of Game Developers
The motivations of the characters we play in digital worlds overlap with our own lives in ways that writers and designers have only begun to explore. Through our connections to the game, the story, and to other players, our in-game actions become an entirely different sort of real, and so too do our motivations.


Why I Talked About Chickens to a Room Full of Game Developers
But too many games, single and multiplayer, don't just fail to answer the question "why," they fail to ask it at all. It's enough that they work, it's enough that the design is fun and the feedback loops are compulsive. It's enough that they'll sell a ton of units.


Why I Talked About Chickens to a Room Full of Game Developers
I don't ask writers to put aside notions of design-oriented, functional writing, I only ask that they aspire beyond them, beyond the "how" and into the "why?" You've built the chicken, you've designed the road. She's standing alongside it, waiting. Now tell me, show me: why would she want to cross it in the first place?


Psychonauts - contact@rockpapershotgun.com (Alec Meer)

Autokids, trundle out!

After far too long a hiatus, Double Fine Productions unexpectedly returned to PC last week, releasing their year-old, Halloween-themed RPG Costume Quest on Steam. Hopefully the rest of their games will follow, but in the meantime here’s what I made of their dress-up duff ‘em up. >

There aren’t enough costumes! Then again, any number of additional costumes probably still wouldn’t have been enough to dissuade me from using the very first one, the winged, rocket-lobbing robot suit, over and over again. Maybe it’s because it looks a bit like Thundercracker from Transformers, or maybe it’s just because I’m a boy. Boys like machines and violence, girls like pink and unicorns. Those are the rules. (Apart from when they’re not.) Costume Quest does, after all, play unashamedly to the child in us: it’s a celebration of the goofy cheesiness of American Halloween, admirably managing to keep cynicism out while never falling prey to mawkishness. (more…)

Psychonauts


Double Fine's Xbox Live Arcade tower defence title Iron Brigade (formerly known as Trenched) will receive a new horde mode in a forthcoming DLC update.


The upcoming expansion is called Rise of the Martian Bear, Kotaku reports. Release date and pricing information is yet to be revealed.


Double Fine's latest title is still awaiting release in Europe after trademark issues forced the game to be delayed and re-named.


Iron Brigade was originally planned to launch in June as Trenched, before the creator of obscure Portuguese board game Trench intervened threatening copyright infringement, Eurogamer discovered.


In August, Microsoft re-confirmed Iron Brigade for Europe in September, but again the title failed to appear.


In the meantime, Double Fine has busied itself with the announcement of a PC version of adorable adventure title Costume Quest and fresh Steam/Mac ports of classic platformer Psychonauts.


Eurogamer has contacted Microsoft for word on Iron Brigade's European launch.


First screenshots from Iron Brigade DLC Rise of the Martian Bear lie below.

Psychonauts - contact@rockpapershotgun.com (Alec Meer)

Gentlethings, prepare to perform your happy dance. Unexpectedly and suddenly, Psychonauts-makers Double Fine have ended their silly sabbatical from PC games, and announced that they’ll be releasing their Halloween-themed RPG Costume Quest on Steam. When? Why, it’s there right now>.

Happy, happy days. And hopefully CQ is but the first of many of the Tim Schafer-headed studio’s titles due to return to the motherland. In fact, they imply as much below. (more…)

Costume Quest - Valve
Just is time for Halloween Costume Quest is Now Available on Steam.

Costume Quest is a Halloween adventure from Tim Schafer's Double Fine Productions. In this charming role-playing game, choose your hero and trick-or-treat through three beautiful environments full of Double Fine humor and story. Complete quests, build your party, and collect costumes along the way that allow you to transform into powerful champions and take down the evil Repugians. This heroic holiday tale will capture the imaginations of kids and kids-at-heart.

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