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These Were The Top 15 Most Popular Games Last Week In The US

These Were The Top 15 Most Popular Games Last Week In The US https://ift.tt/Pc7L6JA The numbers are in Each week, Circana analyst Mat Piscatella shares data that reveals the top 15 titles in the US ranked by total weekly active users across PS5, Xbox Series X|S, and Steam. The lists come from Circana's Player Engagement Tracker, and to be sure, this tracks weekly active users, not concurrent users. Which games were the most popular for the week that ended December 12? Fortnite ranked No. 1 on PlayStation and Xbox, while Arc Raiders was the most popular game on Steam. Those are the same results for last week, so nothing changed up top. One of the big movers week-over-week was Clair Obscur: Expedition 33. On Steam, the game returned to the top 15, landing at No. 13 (up from No. 20 last week), while the game ranked No. 39 on Xbox for the past week (up from No. 60) and No. 53 on PS5 (up from No. 68). - Clair Obscur: Expedition 33 returned to the top 15 on Steam US & CAN. - CO:...

How Borderlands Ensures Character-Driven Storytelling Remains A Focus 14 Years Later

How Borderlands Ensures Character-Driven Storytelling Remains A Focus 14 Years Later https://ift.tt/GvgXNM4

The Borderlands franchise holds a peculiar place within the history of the gaming industry, kickstarting a genre that has gone on to become a different kind of beast. After all, though the concept of combining both RPG and first-person shooter mechanics was first seen in 2007's Hellgate: London, the loot-shooter genre owes its popularity to 2009's Borderlands. And yet, today, many of the most popular loot-shooters are also live-service games (like Destiny 2 and Warframe). Borderlands is not, having never adopted that format. It instead has multiple sequels--some of which diverge from the original game and don't feature any looting or shooting.

Like these other live-service game franchises, however, character-driven storytelling has been one of the main unifying pillars of Borderlands, which has been supported by a writer's room. "Gearbox is casually unique in the sense that we maintain a writer's room," Gearbox Entertainment associate director of narrative properties April Johnson told me. "So we don't just plunk you to work on a project and say, 'Okay, enjoy the two of you doing this--we have multiple things that we are working on, so we won't Voltron up as a full unit until later.'"

Having a constant writer's room is a strategy you usually see in story-driven live-service games where maintaining a narrative vision over multiple years--over a decade in the case of some games like Destiny--is important. It's not often seen in AAA franchises that feature several sequels and recruit a new set of writers from project to project. Gearbox Entertainment is not wholly unique in this strategy within the gaming industry, but it is a rare exception and the team points to this as one of the reasons for how the studio has managed to curate a specific narrative voice across all its projects.

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