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    Default Human Element

    Human Element
    Developer: Robotoki
    Publisher: TBA
    Platform: Next generation Consoles & PC
    Release Date: 2015




    Human Element has been revealed as Robert Bowling's new game. The former creative strategist at Infinity Ward spoke to Game Informer about his game company's Robotoki's first title, saying that it takes place during the zombie apocalypse and focuses on survival.

    "Their greatest strength is the fear that [zombies] instill in us, the survivors, that unreasonable fear. Unreasonable fear that leads us to do unreasonable things to survive," he said.

    Bowling also mentioned that there will be different character classes in Human Element: Action, Intelligence, and Stealth, and you'll be able to choose one of three identities: Survive Alone, Survive with a Partner, or Survive with a Young Child. These decisions will determine how you'll engage in scenarios and how those decisions will impact you based on a physical and morality level.

    Currently the game is slated for a 2015 release for next-generation consoles, PC, mobile, and tablets. As we hear more details on the game we'll be sure to get them to you. In the meantime, what do you think of another zombie survival game, but this time coming from one of the guys who made the multiplayer in Call of Duty so successful?

    Source

    ---------- Post added at 12:47 ---------- Previous post was at 12:46 ----------

    It will be shown at Microsoft E3 Press Conference.

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    2015!! onek deri
    kon genre-er game?

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    Quote Originally Posted by arefinzz View Post
    2015!! onek deri
    kon genre-er game?
    You didn't read it?
    SURVIVAL.

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    Quote Originally Posted by anik_lc View Post
    You didn't read it?
    SURVIVAL.
    Survival ta asole thik ekta genre-e pore na.
    TPS/FPS/Adventure thik konta hobe?

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    ^survival horror perhaps like RE and Dead Space

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    Taking On The Human Element

    After spending six years working on the Call of Duty: Modern Warfare franchise at Infinity Ward, former creative strategist Robert Bowling decided to quit and form a new independent game company called Robotoki. His teamís first project, Human Element, aims to explore the greatest threat in a zombie apocalypse.

    We spoke to Bowling about his decision to leave Activision, details on Human Element, and where he hopes to take Robotoki in the future.

    --------------------------------------------

    Whatís the story behind your departure from Activision? It seemed pretty abrupt. How long have you been thinking about the decision?
    Well thereís no preplanning about it. Itís something that just happened naturally and organically. Most importantly, itís something you canít let any other decision or deciding factor make that decision for you. It canít be about how much money youíre being paid. If you come to that point creatively, you just have to make the decision based on the merit for that alone. Thatís literally what happened to me.
    Over the course of working on one property for six years, regardless of how much you love what youíre doing on that property, you have two lists. You have a list of experiences, characters, moments, or gameplay mechanics that you love and think will be great but maybe just donít fit that universe. They donít fit with the story youíre trying to tell. And over the course of seven years that list gets longer and longer, and the list of things youíre passionate about within that universe gets smaller and smaller because youíre checking them off.

    At a certain point when the list of experiences you want to deliver is larger than the things youíre passionate about within that universe, you have to make a decision creatively. Thatís what I decided to do. I didnít necessarily know the specifics about what I wanted to do, but allowing yourself to step back and dive in lets you figure that out. When I made the decision to leave, I knew one thing for sure. I knew what I didnít want to do. I knew how I didnít want to do it. And that led to clarity of how I did want to do it.

    There was a lot of speculation when Respawn Entertainment formed that youíd leave Activision to join that studio. Was that ever something you considered doing or did you always want to do a new studio?

    I was very clear with Vince and Jason from the beginning when they left and started Respawn that I would never apply there. And itís not because I donít love them. I honestly think theyíre some of the best game creators in the industry. What I wanted to do was very different in philosophy and direction. There were things I wanted to achieve that were drastically different than what was done in the past. And not knowing what they were planning to work on, it felt like it would be better to step back and put yourself in the unknown, which allows you an unbiased, outside perspective on where you want to move in the future without being influenced by existing conditions.



    Your job title went from community manager to creative strategist in 2008. Did that transition give you confidence you could start your own game studio? What did you learn from that experience that youíre now applying to Robotoki?

    My role at Infinity Ward as creative strategist was a unique position that allowed me to be involved and work with every department and every discipline of the creative. I was one of the only business-facing roles. I worked in that buffer between dealing with the corporate and business side of the aspect in addition to the creative, which allowed me a unique perspective to figure out how to do things right and wrong based on how the business decisions are impacting the creative talent and creative decisions.
    I was able to see that friction and therefore adapt philosophies and strategies on how to minimize that friction. When you sit back and think about it from a business objective, itís to make money and profit first. You canít approach that from a creative standpoint. They have to work very differently from each other, but they need to be supportive of each otherís goals. My transition into that role allowed me to be exposed to that and have access in a way that you typically donít get purely being on the creative side.

    Whatís it like going from a multi-million dollar product on a hard two-year development cycle that sells millions of copies to Robotoki? What emotions are you going through?

    Itís an extreme sense of relief. Youíre no longer confined by anything. Itís a literal clean slate and it allows you to now learn from what youíve done in the past through experience and now execute on that in a completely different way. It allows you to approach your design philosophy and process differently. Thatís what was most important when setting up Robotoki: sitting back and determining that. Thatís why it was so important to me to not rely on millions and millions of dollars of someone elseís money to fund that. I wanted to self-fund and get ourselves up and running with my own money so we could do it on our own terms. Once I created that foundation, which is what we have done now on our own terms, then it allowed us to approach things how we felt they needed to be approached and work with partners who felt the same way and could build upon that foundation with us with that in mind.

    Whatís the story behind the name Robotoki?

    I donít know if Iíll ever go into what the literal meaning of what Robotoki is, but the general philosophy is we wanted to create a name that was unique and didnít have a real-world meaning. That allows our universes, properties, and unique studio culture to define that personality and to give that work meaning through our actions and the way we approach game development. It was important that we came out with something that did not exist. What I love about the name is it can be pronounced and perceived in so many different ways.

    How big is Robotoki right now and what are your expectations for growing in the future?

    Right now weíre just getting our core team together. Weíre nailing down that core team of five guys. I hope to expand that in the next four or five months to a solid team across the disciplines of 16 [people]. Our plan now is over the course of the next year to be at 80 people.

    Eighty people is where Iíd like to stay. I think that sweet spot between 80 and 100 is really where you stick to being focused and working well without that excess and the worry of stretching too thin.



    Where did your studio philosophies and culture come from? Did you develop them through past experiences and talking with other developers in the industry?

    It was through experience, but not only at our own studios. I first started out in entertainment in music and film, and seeing how drastically different creative talent is treated in different mediums. It seems like music gets it right the most and film does very well, too. I think we have a lot to learn on how to treat creative talent. In a creative field, theyíre not just workers, they require a specific type of emotional and intellectual investment in the products that theyíre making in order to make quality products. Itís not a mechanical process. What I learned from experience is you canít have everything you want. Itís just not possible. But you can have that one thing that means the most to you. And if we can allow them to have that one thing, it gives you one thing you can be invested in and itís okay to make sacrifices in other places because you believe in that one thing so strongly.

    Explain your development philosophy of creating the universe first, experiences second, and gameplay last?

    Itís about approaching development differently because weíre looking at creating universes that are platform and genre agnostic. You can go in and say, ďOkay, we want to make a great shooter game.Ē But youíre now inherently limiting the mechanics of your game and the ability to connect with that universe down to that one mechanic. That mechanic might be great on consoles, but it wonít be great on tablets because thatís not what the strengths of that are. Weíre focusing on creating the universe first. If youíre connecting on tablet, itís a very different experience than what youíre getting on console, but theyíre all feeding into the same common experience within this universe. It allows us to not be restrained on the experiences weíre delivering. The thing is you have to think about it in terms of priority of process not priority of quality. So just because youíre focusing on establishing the universe first doesnít mean the game mechanics are less important or should suffer because of that process.

    Whatís your overall thought on the games industry right now?

    I think weíre in a very unique position as an industry right now. I think the important thing for us to realize is, and what weíre doing with Robotoki, is that itís not about one experience anymore. Thatís why I think itís important to approach the universe first. It gives you the flexibility to be nimble and look at how you can change your approach on how your players are engaging your universe, and more importantly not forcing your players to enjoy it how we traditionally think they should experience it.

    I think thatís the key difference. Weíre realizing as an industry that there are a wide variety of types of players who are looking for different things out of their games. I think weíve moved past the era of telling players how to enjoy our games. Itís much more our job to create a platform to let them dictate the experience for themselves and we guide the overall experience but the specific game mechanics should be in their control. Thatís what weíre focusing on with our first IP, Human Element.

    What can you tell me about Human Element?

    The whole universe first, experience second, gameplay mechanics last, that whole philosophy on how we plan to design games just sets up the back end of this universe that weíre currently creating.

    That universe is set on this whole premise of, ďWhat is the greatest threat in a zombie apocalypse?Ē If youíre conditioned with the entire zombie culture itís the infection, itís the zombies. But in reality, theyíre the walking dead. Theyíre weak. Theyíre really not a physical threat to you in a lot of ways. Their greatest strength is the fear that they instill in us, the survivors. They lead us to do unreasonable things to survive. By that logic, the greatest strength in a zombie apocalypse is the human element. The other survivors who are smart enough to kill you and take what they want and to threaten you and to do things like that.

    Think of this as a zombie game that isnít about zombies. This is 35 years after the event has taken place. What the event was is fairly irrelevant, but weíre living in this world now and we need to deal with it and we need to survive. Itís much more about that human element than the reason how we got here.



    What are some influences for this game and its universe?

    The influences were looking at how this universe has been depicted in the past, this core zombie universe, and taking the zombie elements out of it. Being inspired by the scenarios they would put us in, but now looking at it in a more reality-based scenario. Take the sci-fi element of zombies in The Walking Dead out of the equation. While itís still there itís not the focus, and thinking about the moral, emotional, and intellectual level is what was really inspiring for us. Thatís from a story/universe standpoint.

    From a gameplay standpoint, what was inspiring was the rise of mobile and social gaming, and the rise in the different ways you can now play games and engage within the universe that will make the Human Element so unique. Because the key thing is, youíre sitting in front of your TV playing that first-person, immersive experience and playing how you want to. Then you get up and leave your house. Youíre traveling with your iPad. If you load up the Human Element on your iPad, you should still be able to connect to that universe and contribute to it and continue with your character and engaging in that world, but playing off the strengths of that specific device.

    What we do now is, weíre pulling in your GPS data and the Google Maps API and weíre overlaying all that into the world of Human Element. So now youíre literally out scavenging and seeing real world businesses and locations that you can now scavenge for supplies. And those supplies and benefits youíre getting from that are feeding back into the progression and character in the console, at-home experience. Whatís great about that is they can stand independently of each other. If Iím a console gamer and want to sit at home and put hundreds of hours into that experience and just play it for the action. Say I get hurt; I need supplies and need certain things I donít feel like doing, but youíre an intelligence class player but you donít have time to play on console, so youíre playing on your tablet and thatís all you play on. I can create an alliance with you, so youíre doing the scavenging and feeding that back into your alliance. So Iím benefiting from your work and youíre benefiting from the buffs that I give you as a strength class.

    Even though weíre not playing the same experience, weíre contributing to the overall goal of survival.

    What platforms are you aiming for your new universe?

    Next-gen consoles, PC, mobile, and tablets.

    When are you expecting to ship the game?

    Right now weíre aiming for Q3 2015.
    --------------------------------------------------

    Building Character
    Bowling says Human Element contains three main attributes players will choose from when creating their character: class, identity, and persona.
    Players can choose from class types including action, intelligence, and stealth, with each offering a number of different abilities. For example, action-based players focus on fighting and physical attacks, while intelligence players can do things like barter, build more complex fortifications, and create alliances. The stealth class provides new quest options and allows you to evade basic defenses.

    When selecting your identity, you choose from a solo adult, partnered adult, or adult with child. This acts the same as selecting a difficulty at the start of the game. ďWe donít want to scale AI intelligence or damage or health," Bowling says. "Thatís not how we want to scale difficulty. We want your identity, your specific scenarios determine the difficulty youíre going to have surviving purely out of responsibilities.Ē

    Lastly, Bowling says persona determines a playerís sex and race. ďHow you choose to start in the world will determine how you can engage and impact in the scenarios you will be presented with on a physical and moral level that you approach this world.Ē


    http://www.gameinformer.com/b/news/a...n-element.aspx

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    Rob Bowling details Human Element, Ouya prequels & more

    Rob Bowling, ex-Infinity Ward creative strategist and founder of start-up Robotoki has spilled the beans on his new zombie game Human Element. The game won’t be out until 2015, but it’s getting a raft of Ouya-exclusive prequels.

    Speaking with Eurogamer, Bowling explained that creating the Human Element prequels on an open platform like Ouya will help Robotoki play around with new mechanics and decide what to keep for the full 2015 release.

    “With each episode I really want to focus the scope around either a specific mechanic or an experience that we’re trying to deliver,” Bowling explained, “Say episode one could be focused on the fortification aspect of survival; finding your location, finding supplies, building fortifications to secure it, building alarm systems within it so you know when it’s breached.”

    Bowling continued, “Nailing what makes that fun and exciting and thrilling in a survival scenario. And then once we do that in episode one, episode two could be completely different.”

    However, “Episode two could be focused on going out in this world, dealing with that human element much more. Dealing with other survivors, dealing with the moral choices you need to make when you come across scenarios, knowing that you could always fall back to that safe haven you built in the first episode.”

    Check out the full interview here.

    Are you fed up with zombies, or does Human Element sound interesting to you? Let us know below.
    http://www.vg247.com/2012/08/03/rob-...prequels-more/

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    Ouya valo motoi title passe dekhi

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    Why would a sane man with a fully functional brain consider an android powered console instead of PS3s and Xbox 360s?

    Why? Even PS2s are better

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    Human Element (2015) will use CryEngine

    Crytek today announced a CRYENGINE licensing deal with independent game studio, Robotoki, who will use the state-of-the-art development tool to create a new game for PC and consoles.

    Based in Los Angeles, Robotoki was founded by Robert Bowling, the former lead of Infinity Ward and Creative Strategist of the Call of Duty franchise. The studio is working on the innovative open-world survival game "Human Element", which challenges players to rebuild society in the aftermath 35 years after a zombie apocalypse and adapt as the world evolves based on their actions.

    "The ambitious narrative and gameplay of Human Element required an innovative set of features in order to achieve our vision.Ē remarked Bowling, Robotoki's President and Creative Director. "CRYENGINE is the perfect fit for us because it delivers so many powerful features straight out of the box such as the physical based shading system and the infinite terrain from segmented worlds to create a massive open world experience but still allow the visual fidelity and detail our players expect from a first person experience from our team."

    Carl Jones, Business Development Director at Crytek, welcomed the partnership: "The team at Robotoki have earned countless plaudits in the games industry, and their talent is obvious from the amazing work we've seen them producing with CRYENGINE already. We look forward to offering them the same high level of support we promise to all CRYENGINE licensees as they work to turn their ideas into a reality."

    Human Element is scheduled for release in late 2015. For more information on the game and Robotoki, visit www.robotoki.com.


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    Here’s the first real look at Robotoki’s Human Element



    Human Element is no longer free-to-play

    After revealing Nexon as the publisher of Human Element back in May, Robotoki has announced the two companies have dissolved the partnership as the open-world first-person survival game will no longer be free-to-play title.

    Due to switching from free-to-play to a premium product, the studio was forced to lay off some staff members.
    Speaking with Gamasutra, Robotoki’s founder Robert Bowling said as development progressed on the game, elements which would have made the game “the most fun would” would have been “hindered by keeping it a free-to-play experience.”
    “We made the decision to switch to a premium experience for our players; which also meant that working with the premier publisher in free-to-play was no longer the best partnership fit for the game we were creating,” he said.
    A Nexon America representative told Gamasutra both companies came to a “mutual decision” to end the publishing agreement as the game “no longer aligns with the Nexon [free-to-play] portfolio.”
    A new publisher has been found for Human Element and Robotoki plans to announce the backer in December.
    Set 35 years after a zombie apocalypse, the first-person game combines action, strategy and resource management in various survival scenarios.

    I wish it was F2P and with Oculus Support

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