Tag: Devs

  • Apex Legends Devs Want To Be “More Agile With Responding To The Community”


    “Our taxi driver was an ALGS fan, our server at the restaurant last night was an ALGS fan, and the bassist in a rock band we saw last night was an Apex fan, Bloodhound main,” says John Larson, Apex Legends’ live balance designer. Japan is Apex crazy, and Sapporo has become a hub for fans of the game, whether they’re attending the tournament or not. “Everyone we cross paths with, they see the Apex logo and they’re like, oh. Everyone is very passionate out here. It’s good to be here.”

    Seeing the passion in person is a reminder of the global scale of Apex Legends esports, and Larson notes that it’s sometimes easy to forget that when you’re working from home, in your own little bubble, looking at the game with the most intense scrutiny.

    “I consider myself lucky to be able to get here to witness it firsthand,” he says. “Apex is like our universal language out here. I can be talking with someone who doesn’t speak English and I don’t speak Japanese, but we have that commonality and we both recognise what it means and what it gives us.”

    From Avid Player To Integral Developer

    Apex Legends developer John Larson on the desk at the ALGS
    Photo courtesy of EA and Joe Brady

    Larson has an interesting background, as he was not a qualified developer when he joined the Respawn team. He studied mechanical engineering but always knew he didn’t want to pursue a career in the industry as he preferred looking for more creative solutions. “Design is that marriage of technical and creative problem solving that I really like,” he tells me, explaining that he’s “not surprised” to have found himself in a development role thanks to the analytical eye he applies to any game he plays.

    A fan of Respawn’s Titanfall games, Larson dove straight into Apex when it was released. His countless hours grinding got to the point that he thought he “might as well try to make some money off this.”

    With a career as a pro over before it ever began, he spotted a tweet from former design director Jason McCord advertising a role in the company requiring someone with scripting skills and a high-level knowledge of the game. He applied, and Respawn found its new live balance designer. Larson utilised that high-level Apex knowledge to work his way up the ladder, to the point where he was pivotal in bringing the Legend Upgrade System to fruition in Season 20, a system which completely restructured the game, rebalanced the Legends, and changed how we play Apex Legends forever.

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    Apex Legends Might Be Getting A Next-Gen Upgrades As Season 12 Approaches

    “That was my baby for the best part of a year,” he says. “Season 20 was a great testament to how the team came together to come up with this unified vision.” From the weapons and balance teams to the map designers, Larson says everyone worked as a cohesive unit to change the Apex Legends experience.

    Fundamentally an RPG mechanic, the Legends Upgrade System allows players to pick buffs to their abilities as the game progresses. This progress is tied to your Evo Shield, which itself scales with the damage you dish out and (sometimes) passive abilities you utilise. There are also caches of Evo scattered across the map to give a boost to your shields and abilities all at once, which – from a design perspective – also force players to rotate across the map and engage other teams.

    Apex Legends Season 23 Lifeline fighting Seer

    Respawn tried many different iterations of the system, with Larson explaining that originally the team had three upgrade choices for each level, but pulled that back to take a “quality over quantity” approach to provide punchier upgrades for each Legend.

    “A lot of my time was spent thinking about those [skill] trees and creating compelling builds,” he explains. “I felt pretty motivated and qualified to do justice to different Legends with my experience of playing the game a lot and understanding the ins and outs of different Legends. It was just a great opportunity to dive deeper into that. Upgrades is a highlight of my career so far.”

    Apex Legends - Rampart Holds her minigun Sheila while blowing a bubble with pink gum

    As a keen player, ranked grinder, and balance designer, Larson is often at the heart of regulating the meta of the game. He’s not surprised by the defensive meta – it’s the result of the recent ‘Season of Support’ that was pushed to the game a few months ago – but the recent uptick in Ramparts we’ve seen across all three maps has raised an eyebrow.

    “I can’t say that I personally expected it,” he says, before launching into a deep dive about the specifics of why Rampart has been so strong. “The accelerant hop-up – and baking that into some already-strong weapons – had an effect, because [of] the amount of Sheila uptime during fights; you secure a knock, you get that many more bullets reloaded back into the chamber.” This is in addition to the fact that she quite obviously counters Newcastle, of course.

    “Let’s pack those upgrades full of power and get people to experiment on those.”

    I must admit I hadn’t thought about how the hop-up interacted with Rampart’s abilities, or how it might have impacted her effectiveness in the game. I’m not sure many of us could honestly say we had. It’s moments like this, where Larson effortlessly breaks down precisely why Rampart is enjoying her time in the spotlight in such an incisive manner, that makes you realise just how deeply he understands this game.

    11-Apex Legends Complete Loba Guide

    Larson’s Legend Upgrade System obviously synergises with his role as a balance specialist, as the developers can now use these upgrades to tweak the strength of Legends instead of changing their core abilities. However, it doesn’t always land right with the players, as recent changes to Mirage and especially Loba have been controversial in the community.

    “That’s a great example of cases where we were like, let’s pack those upgrades full of power and get people to experiment on those,” Larson explains. “I’m not going to say we’re not oblivious to the fact that Loba is now, you could argue, a better skirmisher than Pathfinder, but it’s the Season of Support and [we] really want to shake things up and get people off their mains.”

    What To Expect From Apex Legends Season 24

    ash from apex legends with a rat climbing on her sword

    However, Larson understands the community sentiment surrounding Loba’s upgraded abilities, and wants to reassure players that Respawn is trying to be more flexible in issuing hotfixes to problem areas of any update.

    “We want to be more reactive with a lot of those things,” he explains, referencing how the team removed the gold knockdown shield this season due to how powerful it was in the hands of support Legends. “The support meta is not going to be around forever. I think Season 24 has its own suite of totally game shifting changes there too and we’re excited to be more agile with responding to the community and really pushing on shaking things up.”

    So what shake-ups can we expect to see in the future? Larson thinks that Alter is currently being slept on at every level of the game, from public matches to the esports scene, but he urges players to keep their eyes on Ash now and in Season 24.

    “Ash is one that I’m excited to for in [Season] 24 because we’ve been sitting on some Ash changes for a while,” he explains “The current Ash is compelling in this meta where once you get a knock you really have to capitalise on that; both with the tether to secure someone and then Ult in and finish up the fight. We’ve got some changes coming – if you’re sleeping on Ash now I don’t think you’ll be sleeping on her for much longer.”

    Next


    The Esports Player Who Moved 8,000 Miles To Compete

    Guild Esports’ Phony moved from the US to Thailand to secure a spot at the Apex Legends Global Series Championship.



    In a recent interview, the developers of Apex Legends expressed their desire to be “more agile with responding to the community.” With the rapid growth and ever-changing landscape of the battle royale game, the team at Respawn Entertainment understands the importance of listening to player feedback and making quick adjustments to meet the needs of the community.

    “We want to be more in tune with what our players are experiencing and feeling in the game,” said lead designer, Drew McCoy. “We know that communication is key, and we want to be more proactive in addressing issues and implementing changes based on player feedback.”

    The developers have already made strides in improving communication with the community, including regular updates on social media and forums, as well as implementing a feedback system directly within the game. They are also working on streamlining their internal processes to allow for quicker turnaround on addressing player concerns and implementing new features.

    “We want to show our players that we are listening and that we care about their experience with Apex Legends,” said McCoy. “Our goal is to create a game that is fun, engaging, and constantly evolving based on the feedback we receive from our community.”

    Overall, the developers of Apex Legends are committed to being more agile and responsive to the needs and desires of their players. With a focus on communication and community engagement, they are dedicated to making the game the best it can be for all who enjoy playing it.

    Tags:

    Apex Legends, Respawn Entertainment, community feedback, game development, agile development, community engagement, Apex Legends updates, gaming news

    #Apex #Legends #Devs #Agile #Responding #Community

  • BioWare veterans confirm they were laid off by EA, including senior Dragon Age and Mass Effect devs


    Electronic Arts announced a downsizing of BioWare yesterday that saw “many” employees being moved to other studios within the company while “a core team” continues work on the next Mass Effect. EA declined to comment on whether the restructuring would also result in layoffs, but to absolutely no one’s surprise, it has, including some serious veteran talent.

    Shortly after the restructuring announcement went live, both Karin and Trick Weekes revealed on Bluesky that they were no longer with the studio. Both are well-known BioWare veterans: Trick Weekes served as a writer on all the games and expansions in the original Mass Effect trilogy, as well as Dragon Age: Origins and Inquisition, before becoming lead writer on Dragon Age: The Veilguard, while Karin Weekes served as an editor on Mass Effect 2, 3, and Andromeda, Dragon Age: Origins, DA2, and Inquisition, Anthem, and Star Wars: The Old Republic.



    In a shocking turn of events, several BioWare veterans have confirmed that they were laid off by EA, including senior developers who worked on the beloved Dragon Age and Mass Effect franchises. The news has sent shockwaves through the gaming community, as fans are left wondering what this could mean for the future of these iconic series.

    The developers, who have chosen to remain anonymous for now, have expressed their disappointment and sadness over the layoffs. Many of them had been with BioWare for years, pouring their hearts and souls into creating unforgettable gaming experiences for millions of players around the world.

    While EA has not officially commented on the layoffs, the timing is especially concerning given the recent release of Mass Effect Legendary Edition and the highly anticipated upcoming Dragon Age game. Fans are left wondering how these layoffs will impact the development of these games, and whether the vision and creativity of these talented developers will be missed.

    Despite the uncertainty surrounding the future of these franchises, one thing is clear: the contributions of these BioWare veterans cannot be understated. Their dedication and passion have shaped some of the most beloved games in the industry, and their absence will surely be felt.

    As we await further updates on this unfortunate situation, let us take a moment to appreciate the incredible work of these talented developers and hope that they find new opportunities to continue creating the games we love.

    Tags:

    BioWare, EA, layoffs, senior developers, Dragon Age, Mass Effect, video game industry, gaming news, game development, BioWare veterans

    #BioWare #veterans #confirm #laid #including #senior #Dragon #Age #Mass #Effect #devs

  • It Takes Two Dev’s Split Fiction Gets Trailer With Dune And Alice In Wonderland-Inspired Levels


    A new trailer for the next EA Originals game, Split Fiction, has gone live and shows off more of the Hazelight-developed game in action. Narrated by game director Josef Fares, the gameplay trailer shows off two levels–one set in a sci-fi world, the other in a fantasy land–and how players will use unique co-op gameplay elements in each one to progress. For the sci-fi level, there are anti-gravity sections and bike chases to look forward to, while the fantasy level features shape-shifting gameplay mechanics.

    The other big feature shown off in the Split Fiction video are Side Stories, optional one-off adventures that are hidden throughout the game’s levels. Discovering one and exploring it will transport players to even more worlds influenced by sci-fi and fantasy fiction, with some of the levels including outer space, an Alice in Wonderland-themed world, and a stage that looks heavily influenced by the recent Dune movies.

    Developed by the studio behind the critically acclaimed It Takes Two, Split Fiction was first revealed at The Game Awards last year. A mandatory two-player game, Split Fiction lets you play as two would-be writers: Mio and Zoe. After the pair sign up to participate in a new publishing program, they find themselves transported to virtual recreations of their stories by a shady tech company and have to work together to escape before they lose their memories.

    Split Fiction is set to launch for Xbox Series X|S, PS5, and PC on March 6, 2025, and preorders are now live for it. The great thing about the game is that it comes with a cross-play Friend Pass, allowing one user to invite a friend to join them even if they haven’t purchased Split Fiction.

    Thanks to its cross-play design, it also doesn’t matter which of the three applicable platforms your pal is on either, as you’ll both be able to team up for a jaunt across futuristic and magical lands. 2025 has quite a few exciting co-op games on the horizon, and if you’re interested in seeing what else is coming out in this genre throughout the year, you can check out GameSpot’s list of the most-anticipated co-op games of the year.



    Exciting news for fans of the popular co-op game It Takes Two! The developers at Hazelight Studios have just released a new trailer for their upcoming split fiction DLC, featuring levels inspired by Dune and Alice in Wonderland.

    In this new DLC, players will be able to take on the roles of characters from these iconic stories as they navigate through beautifully crafted levels that pay homage to the worlds of Dune and Alice in Wonderland. From sandworms to tea parties, players can expect a unique and immersive experience that combines the best of both universes.

    The trailer showcases stunning visuals, creative gameplay mechanics, and a glimpse into the captivating story that awaits players in this exciting new expansion. With its innovative split-screen co-op gameplay and engaging narrative, It Takes Two continues to push boundaries and deliver unforgettable gaming experiences.

    Stay tuned for more updates on the release date and additional details about the split fiction DLC for It Takes Two. Get ready to embark on a thrilling adventure through worlds inspired by Dune and Alice in Wonderland with your favorite co-op partner!

    Tags:

    It Takes Two, split fiction, trailer, Dune, Alice in Wonderland, levels, co-op game, video game, adventure, fantasy, action, gameplay, new release, gaming, entertainment.

    #Takes #Devs #Split #Fiction #Trailer #Dune #Alice #WonderlandInspired #Levels

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