Tag Archives: community

Even In Early Access, Dreams Is An Impressive Showcase Of Creativity

 

The breaktaking painting above is called “Demon’s Penance.” It was created by artist Tomasz Mrozinski using tools included within Media Molecule’s Dreams, released this week in early access for the PlayStation 4. I’ve been staring at it for hours. It’s one of the dozens of games, musical arrangements, sculptures, paintings and strange contraptions I’ve fallen in love in the one day I’ve been exploring Dreams’ impressive creative sandbox.

According to the information on its community page, “Demon’s Penance” is a poster for a game Mrozinski plans to work on when Dreams is officially released later this year. Even if the work never evolves beyond its static, electronically painted form, it’s already touched thousands of members of the virtual artistic community flocking to the creative toolset. It’s been “played” by 3,608 “dreamers,” Media Molecule’s name for community members. Since Dreams creations can be shared and modified by others, “Demon’s Penance” has also been used in 26 other projects.

Dreams is not a game. It’s a massive virtual artistic commune. Users are given tools to create video games, visual novels, interactive art installations, sculptures, animated characters, mechanical constructs and even compose original music. Created works can be shared by community members freely. If a game maker wants to use a piece of music for their platformer or puzzle adventure and the composer allows it, they can grab the tune and integrate it into their work. Users viewing the completed game can see where the music and other borrowed work came from. Credit is automatically given. It’s perfect.

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What’s in it for those who aren’t inclined to create? Sweet, sweet consumption. Dreams’ Dreamsurfing mode allows users to search creations by type, keywords or specific tags. Search for ‘The Legend of Zelda’ and one finds a recreation of Ocarina of Time’s Kokiri Forest.

Search for ‘toilet’ and up pops a toilet simulator with interactive pissing action. I guess they can’t all be “Demon’s Penance.”

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My favorite means of discovery is the Autosurf option. When selected, it cycles through a random taster of Dreams creations. It’s an excellent way to quickly experience the scope and variety the toolset is capable of producing.

One moment I’m exploring a haunted castle.

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The next I am playing pinball.

Then I’m downing a shot of absinthe and looking out the window to witness the night sky transform into a famous painting.

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I’m discount Mario.

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I’m a bunch of grapes.

I’m racing against the clock through an obstacle course.

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I may never create anything in Dreams. I am currently working through the game’s extensive collection of tutorials and lessons to see if anything strikes my fancy. Maybe, once I get the hang of things, I’ll create a tune, or recreate one of my twisted hospital dreams from last year. The game’s visual programming interface seems simple enough. There’s just an awful lot of options and features to figure out.

But Dreams isn’t just about creating. It’s the culmination of Sony’s “Play, Create, Share” philosophy that gave birth to PlayStation games like ModNation Racers and LittleBigPlanet. Dreams gives creators a place to create, sharers a platform to share on, and players plenty of bite-sized games to play and other creative content to explore.

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I am an explorer of digital worlds, and thanks to Dreams I’ve got plenty of exploring to do.

Source: Kotaku.com

Star Wars Battlefront II Players On Opposite Teams Work Together For A Brief Moment

Screenshot: Logan_Kap (Reddit)

During a match of Star Wars Battlefront II, a player found an enemy player trapped in a small hallway behind some doors. They could have left the other player, the trapped player was in the enemy spawn after all and would die if they moved closer. But instead, something else happened and created a fun and sweet moment that became popular in the community this past week.

Reddit user Logan_Kap posted a clip of them playing as a droid in Star Wars Battlefront 2 earlier this week. The video showed him stumbling upon a strange sight.

At the end of a long hallway, Logan_Kap spotted Anakin Skywalker standing next to a closed door. This is odd because Logan had just spawned and Anakin is part of the enemy team. What was this enemy Jedi doing in here?

It turns out Anakin was trapped. These doors only open for one team and Anakin wasn’t part of that team. So by running into the doors while they were open and not leaving quickly, they had trapped themselves.

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Logan cautiously approached the trapped Jedi and noticed that Anakin was signaling to him using their blocking animation. At this point, Logan_Kap could have left the Jedi. In fact, many in this situation might have. Logan_Kap explained to me via Reddit messages that he had actually been chased by that Anakin player and that was how they got trapped.

Yet, Logan_Kap did something interesting. Instead of shooting at the Jedi or ignoring them, he slowly walked closer. He was cautious, but he decided to trust his enemy and help the Jedi escape their hallway prison. Once Logan_Kap got close enough to the door, it opened and set Anakin free. At this point, Anakin could have turned around and killed Logan_Kap, but he didn’t. Instead, he showed mercy and appreciation and let Logan_Kap live. Well for about 2 seconds, until another enemy player on the other side of the door blasted Logan_Kap and killed him.

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Logan_Kap’s post quickly became popular on the Battlefront subreddit and as of this writing, it has 7.0k upvotes. But the story wasn’t done quite yet.

The next day another Reddit user, TeamRedDragon, posted a clip from Anakin’s point of view and shared their thanks to that player for letting them escape.

In Star Wars Battlefront II becoming a hero like Anakin isn’t simply spawning as the character. Players have to earn enough points during a match to unlock the Jedi and once they die, they can’t spawn as that hero again until earning more points. For many players, getting to play as a hero might only happen once or twice during a match. So losing your chance to be a Jedi because you got stuck in a hallway would be disappointing.

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TeamRedDragon admitted he did chase Logan_Kap into the hallway and got himself trapped. When he realized this he began to signal to Logan_Kap.

“Every player wants to play a hero and it sucks when [you] accidentally get trapped. And I hoped he’d help me out,” explained TeamRedDragon.

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Luckily for TeamRedDragon, Logan_Kap is a merciful player and as the clips show, he saved TeamRedDragon. To show how thankful he was for being saved, TeamRedDragon says he spared Logan_Kap though another player on his team killed the droid anyway. It’s the thought that counts.

In the future, Logan_Kap says he will help any other Jedi and Sith that get trapped in this hallway.

“I know if I got trapped in there I’d be pretty frustrated. Plus when we save our fellow players it can create funny and wholesome moments like this.”

Source: Kotaku.com

Division 2 Players Really Want Some Flashlights

The Division 2 is a game filled with some incredible technology. Players can use automated turrets, bullet blocking drones and hyper-advanced weaponry. But currently, a lot of Division 2 players just want a simple flashlight.

Over on The Division 2 subreddit, you can find multiple posts and comments from players about how the game is lacking a flashlight. Sure, players have powerful guns, incredible tech and even full access to the White House, but many players would be happier if they could carry a small flashlight or activate a headlamp.

“Can someone shed some light? It’s completely terrifying in the underground, and I’m scared of the dark,” wrote one player on in a post simply called “Can I Get A Flashlight?” Other players in this post agreed that The Division 2, especially in sewers and buildings, can get really dark. For many, turning up the brightness doesn’t work or makes the game look too foggy or strange.

Making players more frustrated with this admittedly silly situation is that in the world of The Division 2 flashlights exist. According to some folks in the community, they have found in-game backpacks that have flashlights attached to them, though your agent can’t use the flashlight. Even if you equip the bag.

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Another player shared a conversation they overheard at a friendly settlement between two AI guards. It was during the night and the player walked by a small group of friendly soldiers when he heard one mention putting away their flashlight. “I just looked at her. Feeling sad knowing that they have flashlights and I do not.” They then ended their post telling asking Massive, developers of the game, to add some flashlights, please.

Some players are figuring out how to better see in the world without a flashlight. Players are suggesting to others to use the chem launcher and equip the variant that lets you create fireballs. Other players are using the simple method of shooting and using the flash of the weapon to see around them in the dark.

One creative player, Reddit user Langy01, came up with a crafty way to illuminate their game without a flashlight. They simply hold and aim a grenade, which creates a bright circle reticule that can be used to add some extra light to a dark tunnel.

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The lack of flashlights isn’t seen by the community as a major problem or something that is ruining the game. Like the floating square that blocked some stairs, this is a small issue that players are having fun with. You can even find some humorous posts where players run with the idea that the in-game SHD, the government agency agents are part of, is still trying to research flashlights. Others have joked that flashlights are banned and Division agents aren’t allowed to use or even collect them.

The Division 2 has mostly had a smooth launch, with not many game-breaking bugs. So players in the community have little to complain about and instead, small things, like missing flashlights, have become popular “issues” to talk about. This is in stark contrast to the recent launch of Anthem, which is still filled with problems involving loot and balancing.

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So with a lack of serious complaints, players have taken to the internet to have fun. Which is a nice change from what usually happens.

But seriously, they want some flashlights. Or even just a flare gun.

Source: Kotaku.com

BioWare Community Manager Says Hostile Replies Make Developers Less Likely To Engage

In a recent post on the Anthem subreddit, BioWare community manager Jesse Anderson explained that the increasing negativity has driven some of the game’s developers away from wanting to interact directly with players, demonstrating what a fraught relationship the constant feedback demands of Reddit can create.

“To start, things used to be a lot friendlier here for dev team members who normally don’t talk on social channels or forums,” Anderson wrote in response to a long post critical of BioWare’s dwindling communication. “They could answer questions, give information and know that they aren’t going to have people getting upset at them.”

He went on:

“Why would a dev team member take time away from working on the next update to post when they know it’s likely to be met with hostile replies, or they get flamed because [they] can’t answer other questions that players are asking? I don’t mind posting here when things aren’t so nice, but that’s because it’s my job. For the devs it isn’t their job, and I’d like to ask that people remember that when replying to them. When some people say ‘be nice or the devs will stop posting’ it’s 100% true.”

During the final stretch of Anthem’s development, some of its developers like lead producer Ben Irving and development manager Camden Eagar could frequently be found commenting directly in the subreddit, explaining mechanics and thought processes. In the last two weeks, as the negativity on the subreddit has hit an all-time high, posts by those same developers have become much rarer.

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Anderson’s post struck a chord with a lot of commenters in the thread. “I love the updates, but THIS is the most important thing out of the entire post honestly,” read one of the most upvoted responses. “I’ve seen it with every game I’ve played. The devs jump in, have open discussions, share ideas and talk about areas of improvement etc. Then the toxicity of the community comes along and ruins everything.”

“I wish players would stop chasing away the devs,” it concluded.

Source: Kotaku.com