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SAG-AFTRA Expands Protection for Video Game Localization Performers

SAG-AFTRA has announced a new agreement to protect performers involved in video game localization.

The Independent Interactive Localization Agreement will cover projects that are originally scripted and released in a foreign language and then dubbed into English. This agreement will provide performers with stronger AI protections and expanded work opportunities compared to the previous localization agreement.

Key benefits of the new agreement include:

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An Inside look at Matchmaking for Call of Duty

Fascinating insights have emerged from the developers of Call of Duty, shedding light on the intricacies of their matchmaking system, with particular emphasis on the contentious issue of skill-based matchmaking. The comprehensive breakdown reveals that the matchmaking process weighs eight factors in total, with player skill being just one of them. Notably, connection quality is the most heavily weighted element, closely followed by the time it takes to find a match.

This disclosure counters the prevalent belief among dedicated players and content creators that ping is no longer the dominant factor in Call of Duty matchmaking. Instead, they contend that skill level significantly influences matchmaking decisions, sometimes leading to players being placed in matches with higher ping to align with their skill level. The revelation also delves into the nuanced measurement of latency, indicating that the game utilizes Delta Ping, which measures the round-trip time difference between the nearest server and the server associated with the evaluated lobby. Although the blog assures that players typically connect to servers in close proximity, it hints that exceptions may occur, likely influenced by the time-to-match factor.

More information and the full blog post is here: https://www.callofduty.com/blog/2024/01/call-of-duty-update-an-Inside-look-at-matchmaking

Video Game IPs – what happens when a studio closes

I’ve been thinking about the layoffs and studio closures today. We lost a lot of talent this year, and we also lost some amazing studios (Volition being the one that struck me the hardest personally, having enjoyed their games since 1995 with Descent, Freespace (which I still fire up to this day regularly), Summoner and more).

A question was raised to me recently by a few people was: “what about those IPs? What is happening with them?”

Right now, based on what I have been told behind closed doors and what I know, I can foresee that most of these IPs won’t go on sale — just yet. We will unlikely see a firesale like we did back in the THQ / Atari days, largely because of two reasons:

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GameDeveloper: How should face models be compensated in video games?

Delving into the fascinating realm of video games, one might ponder the intrinsic value of an actor’s face in this dynamic industry.

Picture this scenario: You’re a performer, securing a role in a video game that requires just a single day of your time. The task is laid out plainly—they need to scan your uniquely distinct face to craft a meticulously detailed 3D model for a video game character. You sign the necessary paperwork, undergo the scanning process, and then, fast forward 2-3 years, you witness your own visage gracing the screen in a trailer unveiling a new playable character.

This exact scenario unfolded for actor and model Shahjehan Khan with the recent release of NetherRealm Studios (WB Games)’ Mortal Kombat 1. In a delightful and charming TikTok feature alongside WBZ | CBS Boston’s News Radio’s Matt Shearer, the Boston native shared his enthralling journey of becoming the face behind Quan Chi, a longstanding character reimagined for the series’ soft reboot as a DLC character. The story highlights the intriguing intersection of real-world performances and the digital realm, showcasing the lasting impact of an actor’s contribution to the immersive world of video games.

An interesting read: https://www.gamedeveloper.com/art/how-should-face-models-be-compensated-in-video-games-

The First GTA6 trailer dropped – here’s what I’m thinking

A few thoughts on the GTA6 trailer from Rockstar Games

The first GTA6 trailer, courtesy of Rockstar Games

Reflecting on the three generations that have passed since the iconic GTA: Vice City, it’s not just the expansive scope of the city that captivates but the remarkable quality of the character models that truly stands out. The evolution from the original 3D portrayal of Florida’s gem to the present is nothing short of astounding, especially considering the passage of over two decades.

I know the game is maybe 2+ years away still, but GTA 6 emerges as a true frontrunner, not only in terms of technical advancements but also in the realm of artistry. The photorealistic rendering of skin and hair, coupled with the breathtakingly lifelike animation, represents a colossal leap forward. This first trailer effortlessly dispels any lingering doubts about the prolonged gap since the last major GTA release. The sheer dedication, evident in the form of relentless effort, resources, and investment poured into this game, is nothing short of staggering.

It becomes clear that the wait has been well worth it, given the unprecedented level of detail and craftsmanship that GTA 6 will bring to the gaming landscape.

NFTs and Video Games – a short-lived idea for 2022 / 2023?

NFTs…. Love them or hate them? I hate them, personally.

Polygon ran an interesting read just recently: unfortunately for studios salivating at the idea of getting in on the crypto action in 2022, players largely revolted against it. Most plans for NFT integration were a disaster. And NFT controversies in the gaming world were so big this year that it even became a subplot of the Apple TV show Mythic Quest this season.

But it wasn’t just gamers who rejected crypto this year. The crypto market itself also went bust. The promised Web3 revolution that much of Silicon Valley was manically chattering about in 2022 not only never arrived, it actually collapsed into a speculative puff of smoke, thanks to a series of major economic crashes. And the world of blockchain technology, in general, is looking so grim that investors are, yet again, wondering if the entire space is over for good.

Read more: https://www.polygon.com/23521430/nft-video-games-crypto-failed-decentraland-axie-infinity

Bad Microtransactions, controversial Patch and Downtime make Gran Tourismo 7 the players’ least Feavoured Game on Metacritic

Should that have been its real title?

It is quite a shame, really. Gran Tourismo 7 now is the least favoured game based on user reviews on metacritic, standing at a 2.2/10 (as of 20 March 2022).

The vast majority of the game’s user reviews were posted on or after March 17, when developer Polyphony Digital released a controversial patch reducing payouts from the game’s races, thus making it harder to unlock new cars without spending on microtransactions. It is worth nothing that some of Gran Turismo 7’s cars cost as much as eight times what they did on Gran Turismo Sport, if purchased using real money, or 20+h of grinding.

Gran Tourismo 7 was also offline for more than 30 hours between the 17th and 18th, which made it nearly unplayable due to the significant amount of content it requires an internet connection to access.