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X-Men actor becomes different kind of superhero in MacGyver reboot 

The crafty action star returns to TV Lucas Till will play Angus MacGyver in an upcoming revival of the classic action TV series, Variety reports. The actor, best known as the mutant Havok in the recent X-Men movies, will play a 20-something version of the infallible problem-solver in a pilot produced for CBS.
Joining Till will be actors Joshua Boone and George Eads as MacGyver’s trusted companions; actor Henry Winkler serves as a producer on the reboot. Winkler, who was a producer on the original series as well, joined on back in October; the project was first announced back in February 2015, with Till’s casting marking the end of a long search, according to Variety.
MacGyver premiered in 1985 with Richard Dean Anderson in the starring role. The series lasted seven seasons on ABC where it found cult acclaim, spawning merchandise, two TV movies, featured spots on The Simpsons, Saturday Night Live parodies and more.

Game

GDC’s game design challenge gets emotional over 30-year games 

Four renowned developers create touching games meant for a lifetime of play To mark the 30th anniversary of the Game Developers Conference last week, organizers brought back the game design challenge panel, hosted by NYU professor and GameLab co-founder Eric Zimmerman. Four well-known game designers were given the difficult task of creating a game that takes 30 years to play. The result was an hour-long presentation that was equal parts thought provoking, heart warming and laugh-out-loud funny.
Here’s a summary of the game pitches that came out of the panel, and a few links where you can experience them for yourself.
Nina Freeman’s virtual soap opera
Nina Freeman, level designer at Fullbright and independent developer of the game Cibele, looked to television for inspiration in creating her game. There are few genres in TV that have lifespans as long as soap operas, Freeman reasoned, so her solution blended soaps with interactive fiction.
“What’s so special about soaps is that they’re driven by real, human characters," Freeman said. "They’re about the conflicts these characters face and that any one of us might face in our daily lives. Soap viewers dive into the daily dramas of these people’s lives for decades, every day of the week, exploring their vulnerabilities, their love, their strengths and their challenges.

"This draws viewers in and helps them feel connected to these stories, like they’re checking in with a friend about what they’re up to every day. Soap operas make long-time viewers feel like it’s real and they make viewers feel like part of the family."
Players would receive daily updates to Freeman’s game, each with a collection of scenes revolving around the show’s main characters in the form of text and still images. Players would have the opportunity to interact with these images, in a manner similar to otome-style games. They could click on a given character’s cell phone to read their conversations, or hunt around on their computers or read their diaries. Then, at the end of the day’s scenes, players would be able to provide input as to their understanding of how the main characters were feeling in the form of emoji.
This player feedback would go directly to the game’s writers, and help them steer the narrative arc in a way to surprise and delight committed fans.
"It’s also inspired by reality TV," Freeman said, "In this game the writers are relationship DMs, or drama managers. Players would also be able to see an aggregated version of this relationship interpretation data as well. This is important because the players are reacting to the scenarios, not writing them. They’re not making decisions for the characters, or making decisions about plot points. But they can see how their personal interpretation factored into how the story is moving forward."
Zach Gage’s Generation Lamp
For game designer Zach Gage (Ridiculous Fishing, Tharsis) the problem of the 30-year game was particularly difficult. To illustrate his point, he used poker as an analogy.
"If I play poker with my friends sometimes," Gage said, "that’s a great game. But if I play poker with my friends one night a year, with a $100 buy-in, and we continue that ritual for 30 years, it’s going to turn it into a brilliant game and probably be one of the most meaningful play experiences of our lives.
"To a player, these two games are vastly different, and the 30 year rule is an incredibly substantial change. And yet, paradoxically, as the designer, despite having added the key rule of 30 years, I feel like I haven’t really made a meaningful contribution. It’s still just poker."
What Gage did was rapidly prototype as many games as he could in the weeks leading up to the presentation, several of which he shared with the audience.

First came Duel, a one-on-one game where players race to be the first one to type "bang" into a text box in 30 years’ time. But, Gage said, it "didn’t feel quite weighty enough." So he supplemented his presentation with The Password Game, which he describes in the video below.

With these two tongue-in-cheek games out of the way, Gage finally shared his true solution to the game design challenge, an idle game called Generation Lamp.
"You get three 30-year blocks in life, at best," Gage said. "Being able to look back over 30 years as a human is fairly astonishing. 30 years ago I was less than a year old. There was no internet. There were barely computers. I was basically not even a person yet. In 30 more years who knows where we’ll be, who even knows how many of us will still be around when we get there.
"To be totally honest, I’m not sure there’s anything more meaningful to the actual person playing my game than just betting that they’ll still be here, and winning that bet."
To play Generation Lamp you take an old smartphone or tablet, log in to Gage’s website, turn the brightness to high, turn off the auto-lock, and plug it in. After that, your smart device will become an constant companion, slowly changing through more than 16 million possible colors at the rate of one per minute for the next 32 years.

"It’s about celebrating and marking your time," Gage said. "When you start, you’ll see a lot of whites and blues, then eventually more yellows, then greens and onward. And because it’s living on a server, you don’t have to worry about losing it. As you live, as you move, as your devices presenting it die out, you can plug in new devices and point them to the same link and continue living with your lamp until you — or it — dies."
Anna Kipnis’ Drawing Conclusions
Double Fine senior gameplay programmer Anna Kipnis’ game took a decidedly philosophical bent. For inspiration, she initially looked to a quote from the French philosopher Albert Camus.

At 30 a man should know himself like the palm of his hand, know the exact number of his defects and qualities, know how far he can go, foretell his failures — be what he is. And, above all, accept these things.

She wanted her response to the 30-year game challenge to be a vehicle for self-reflection, but she also wanted it to be engaging. For that she invoked a few other inspirations, including party games like Telestrations, a version of the folk-game Would You Rather and the work of renowned neurologist and author Oliver Sacks.
The result was Drawing Conclusions, a game about sharing and interpreting abstract thoughts through Crayola drawings.
"The curator draws a picture in the form of a question," Kipnis explained. "Basically, just a drawing that needs a response. To make the question clear you put a question mark somewhere in the drawing. Then you hand this question to the player.
"They answer your question by modifying the drawing you made, preferably in a different color so you can still tell what the original question was. And then step three the player hands back the drawing to the curator. The curator looks at the answer and tries to come up with some analysis based on the player’s answer."
Those interpretations can be as long or as short as the curator wants, but the idea is to think hard about how the player answered and return to them some insight on themselves.
"The important thing is that you save the drawings, either the physical copies or some electronic version so that you can look back at them later in time and reflect on yourself."

It was Kipnis’ game which would go on to win the challenge, based solely on audience applause.
Chris Crawford’s design process
Designer and author Chris Crawford, the co-founder of the Game Developers Conference, finished off the panel with not so much a game as a series of amusing and poignant thought experiments.
Crawford posited that just about any interactive experience that players engaged with for 30 years was, more likely than not, going to be incredibly boring. To keep players engaged, designers had to constantly feed them information over 30 years — a nearly impossible task.
So he searched for experiences that already existed in the real world, that took place over a long period of time and sought to determine what made them special. Then, he cleverly made a go at comparing them to games.
What followed was more of a heart-warming series of jokes than a real game pitch, and perhaps the best goof came at the expense of organized religion.
"If we think in the terms of the divine," Crawford said, "there’s a game that’s been running around for thousands of years. It’s called religion, and the game designers are called priests.

"The basic idea of this game is that you get points by doing good, and you lose points by doing bad. In the Hindu religion those points are called karma, in the Christian religion they’re called grace. In the Hindu religion your goal, the victory condition is to attain nirvana. In the Christian religion it is to get to heaven. … As we all know it’s a good idea to give players multiple lives, and in fact the Hindu religion is very generous about this. You get an infinite number of lives. You just keep playing until you win. That’s a very positive, constructive attitude towards it. The designers of the Christian religion on the other hand are not so generous. You get just one life to win or lose the game."
In the end, Crawford said, he decided to narrow his design goals somewhat. Instead of tackling all of being and morality, he elected for something a bit more finite. He called it The Marriage Game.
"The idea of this game is to get married and to be happy for at least 30 years," Crawford said, showing a slideshow of pictures from his own life and marriage throughout.
"It’s all very enjoyable," he said. "You work together. You play together. You share in each other’s triumphs, as well as your tribulations. And I can assure you, if you play this game with determination and serious effort that you are going to win this goddamn game no matter what. This is the best game in the world."

Game

How game companies make the right match for online players 

GDC talk looks at the math that goes into PvP challenges. Each and every time you are matched in an online game, there’s a lot of mathematics going on under the hood. Game companies are investing more time and effort into effective match-making, because it keeps players from straying to rival attractions.
That was the view of Josh Menke, speaking at Game Developers Confrence last week on “Skill, Matchmaking, and Ranking Systems Design." Menke has been working on skill systems for more than a decade, including work on World of Warcraft, Starcraft II, Diablo III, Hearthstone, Call of Duty: Black Ops II and Halo 5. He is currently a senior systems designer at Activision.
He pointed out that balanced matchmaking helps new players, who are often wary of being trashed by superior players when they venture into competitive arenas. But veteran players must also be given satisfying challenges, especially as they are often vocal boosters — and critics — of a game.
"A good skill system finds players’ skills really fast and predicts outcomes correctly."
Most games have some sort of skill system that tells players and game-makers the level at which the player is ranked. These might include a kill/death ratio or a numbered ranking based on hours played or on achievements unlocked.
But sometimes these are not enough to predict various skill levels. Bad players can have a decent kill/death ratio if they only ever play against other bad players.
So games companies find other means to match players appropriately, balancing various data points to create a bigger picture. Performance ratings based on the strength of opponents is always best, he said, adding that every system requires constant testing. The outcome should be a classic bell curve that portrays the skill levels of the entire community.
"A good skill system finds players’ skills really fast and predicts outcomes correctly," he said. "It should give the right probabilities."
Menke added that the ideal outcome is for "planned experiences of varying intensity" so that all players get a good mix of games that are easy, evenly matched and hard to win. "That keeps the most amount of players in your game having fun," he explained.
He spoke about how new weapons are sometimes introduced to games, and are then taken up and dominated by a small number of players. The developers sometimes react by seeking balance and by nerfing powerful weapons. But Menke said that could be a mistake. Those players ought to be matched together, though he warned that fragmenting the audience between too many modes and specialities risks increasing wait times to games.
One area he worked on was the problem of mixing groups of friends with groups of random people. The friends generally had an advantage over the strangers. He said that every team should create its own skill level so they can be matched correctly. A mediocre team of pals might get a better game against a bunch of strangers with individually high skill levels.
The most important thing is finding the right balance between getting people up and playing, and making sure they get a satisfying challenge. "People don’t like to wait," he said.

Game

Drawful 2 and Jackbox Party Pack 3 coming this year 

How to lose friends and humiliate people Drawful, a sadistic, friend-shaming twist on Pictionary, was arguably the best game in the original Jackbox Party Pack, so its absence from the second pack was pretty puzzling. That omission is a bit clearer now that Jackbox has announced it’ll bring a stand-alone sequel, Drawful 2, to PlayStation 4, Xbox One, PC, Mac and Amazon Fire TV this spring. Above you’ll find the first trailer for the game, which touts the expansion from one color per player to two as well as online play and expanded streaming options.
Jackbox also announced the release of Jackbox Party Pack 3, coming to the same platforms as Drawful 2 this fall. Though it’s not announcing any of the games included in the third bundle, Jackbox did reveal that Drawful 2 won’t be one of them.

Game

Zombie ‘survival platformer’ Deadlight coming to PS4 and Xbox One 

Director’s Cut version of Tequila Works’ sidescrolling adventure coming soon Publisher Deep Silver is bringing Deadlight, Tequila Works’ platforming adventure first released on Xbox 360 and Windows PC in 2012, to current consoles. Dubbed Deadlight: Director’s Cut, the new version of the zombie survival game will add “superior controls, new animations and full 1080p resolution" to the game.
Deadlight: Director’s Cut will also introduce Survival Arena, a new mode that promises "one of the toughest zombie challenges yet."
Deep Silver and Tequila Works are working with Abstraction Games, which has adapted a long list of well-known titles, to bring the new version of Deadlight to PlayStation 4, Windows PC and Xbox One. Deadlight: Director’s Cut will be released June 21 and cost $19.99.
For more on the original Deadlight, read Polygon’s review.