The Pioneering Studio Behind Lucky’s Tale ‘Significantly’ Reduces Staff

The founders of the game development studio behind one of VR’s pioneering platforming titles Lucky’s Tale announced a significant reduction in staff size this week.

Lucky’s Tale was one of the first projects publicly demonstrated on early Oculus VR headsets. Playful Corp, which became Playful Studios, embarked on a series of experiments with early Oculus hardware and ended up centering around a third-person platforming title.

A fox named Lucky became the main protagonist with the player essentially looking over his shoulder in VR as a kind of guardian while guiding him through colorful levels that looked great on early VR headsets. The game proved a well-loved gaming genre worked in VR and debuted as a free title delivered to buyers of the Oculus Rift headset when it first shipped in 2016. A sequel of sorts called Super Lucky’s Tale debuted later for traditional game systems including Xbox One and most recently the Nintendo Switch.

The studio also showed Star Child for PSVR headsets in 2017 (which was also said to offer a non-VR mode as well) and they had an experimental room-scale multiplayer playground called “Wonderland” which tested out various VR-specific game mechanics. In late 2018, it looked like Star Child was cancelled when people who pre-ordered the game received a message from the PlayStation Store stating “the publisher has notified us that the game is cancelled.” Co-founder Paul Bettner told us at the time the game was “definitely not” cancelled while saying the notification was triggered because they changed the internal launch date for the game.

I tried contacting co-founders Paul Bettner and Katy Drake Bettner this week for clarification on the game’s status after they released a statement saying Playful would “significantly reduce our full-time staff” and “evolve its approach to the development and production of our current and future projects. The studio will be pivoting to a more streamlined production model based on distributed game development and dynamic, project-based teams.”

I’ll update this post if they respond but, given the earlier notifications around the game and long period of silence surrounding it, we aren’t hopeful Star Child will see the light of day.

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The Tale of Lucky

The Tale of Lucky

Editor’s Note: This was originally published on March 29th, 2016 and is being republished today for the Oculus Rift’s third anniversary. The author of this piece, Blake Harris, has a new book out about the history of virtual reality and founding of Oculus called The History of the Future.

“Wait, hold on,” said Brendan Iribe, the CEO of Oculus, as he squinted with sudden confusion at the guests who had come to visit his company’s new Irvine office. It was December 2012, and there were four of these guys. Four of these guys from Dallas. “Wait,” Iribe continued, as his confusion grew to curiosity, “Who are you guys?!”

This is the story of who those guys were and how that awkward moment led to an intimate relationship and, ultimately, the creation of a foxy mascot named Lucky.

The Kings of Pop (Software)

Paul (left) and David (right) Bettner

In late 1997, when he was 19 years old, Paul Bettner began working at Ensemble Studios in Dallas. Six years later, Bettner’s younger brother David joined Ensemble as well. At some point between then and 2008—when the two would leave to start their own game company—Paul brought a chess board to work so that he and his brother could play a version of the game that can probably best be described as the opposite of speed chess.

Paul (left) and David (right) Bettner working in the library in 2008.

The way it worked is one player would make a move and then, the next time the other player passed the board, he would make his move (whether or not the other opponent was present). The game would continue in this fashion—toggling back and forth, each at their own pace—until one of the two won. Sometimes it would take days, other times it would take weeks. And then, when it ended, they would start it all over again.

Certainly, the Bettners could not have been the first to play chess in this manner, but they were the first to embrace the asynchronous aspect and bring it to the iPhone. And not just any game, but one that seemed ideally suited for the iPhone, which Apple had just recently brought to market. In terms of a gaming device, the iPhone paled in comparison to dedicated handhelds (like the Game Boy or PSP) in almost every way. Except for one: it was always connected to the Internet, which made it perfect for this newfangled idea of persistent social gaming.

Paul and David Bettner in their first office.

Text messaging meets gaming, that was the general idea, and in August 2008 Paul and David Bettner left Ensemble Studios to further explore this notion. To keep overhead low, they worked out of the McKinney public library and over the next few months they created a game called Chess with Friends. And in November 2008, Chess with Friends was released on Apple’s just-four-months-old App Store.

By no means was a runaway hit, but there was something unique about the release that kept the Bettners optimistic. Among those who did play the game, over half of them were still playing 30 days later. Compared to the love-‘em-and-leave-‘em games that populated the mobile market, the retention numbers for Chess with Friends were incredible. So the Bettners concluded that their problem wasn’t the gameplay, but rather the game itself. They needed something more fun. Something more playful. Something like…Scrabble.

The Bettners followed up their hit Chess with Friends, with Words with Friends.

In July 2009, with their business hanging on by a thread, the Bettners released Words with Friends. In July 2010, the game surpassed 7 million downloads. And in December 2010, for $180 million, Zynga acquired the Bettner’s mobile game studio (Newtoy, Inc.)

Although neither Paul nor David Bettner would ever complain about their windfall—they both felt grateful, and lucky, to have created something so valuable—the aftermath of the acquisition was a shock to their systems. At Newtoy, they believed they were making something more than games. “Pop Software” they called it, referring to a type of catchy, intuitive content that appealed to both traditional gamers and non-gamers alike. They felt that they had been on the forefront of something special and, without getting into the nitty-gritty of why they no longer felt that way, let’s just say that come 2012—two years into the four they had planned to stay—the Bettners left Zynga.

Following his departure, Paul Bettner didn’t know what he was going to do next. And he certainly had no idea that it would involve unleashing a fox in virtual reality.

Diversely and Relentlessly

Paul Bettner visits the Oculus headquarters in 2012. (Photo Credit: Oculus)

After leaving Zynga, Bettner expected some sort of happily ever after. With money in the bank, autonomy reinstated and a wife (plus two young kids) at home, this was supposed to be the beginning of the good life. Except, as he soon learned, he wasn’t very good at that. Quickly he grew restless—feeling a gnawing need to create, build and collaborate—and started driving his family crazy with pet projects and creative fascinations.

One such fascination was virtual reality, and the string of what-ifs that kept popping up in his mind. What if virtual reality could actually be a thing? What if technology had advanced far enough to actually make it possible this time? What if three or four years from now, my wife (or even kids?) could be buying their first VR headset? So he reached out to an old friend, someone he believed could help him answer the question better than anyone: John Carmack, who around this time just so happened to be asking himself the same sort of what-ifs.

Professionally, these conversations with Carmack didn’t provide Bettner with any increased clarity about what he should do next, but personally—as a creator, as a technophile—he grew increasingly intrigued. Enough so to be one of only seven backers to pledged $5,000 or more to Oculus’ Kickstarter campaign. And, by doing so, received a reward that included visiting Oculus for a day.

Bettner scheduled that tour-the-office visit to coincide with another trip he was making to Oculus, a sort of how-can-we-work-together meeting. So in December 2012, Bettner and three colleagues flew out to Irvine to meet with Brendan Iribe and Palmer Luckey (twice). One as a developer, the other as a benefactor; which is what led to Iribe’s sudden confusion.

 “Wait, hold on,” Iribe said scanning the table. “Wait. Who are you guys?!”

“We’re the guys who did Words with Friends,” Bettner explained.

“Ohhhhh,” Iribe replied. “I thought that meeting was tomorrow. I thought you guys were here for a Kickstarter reward, just to visit.”

Laughs, smiles, recalibrated handshakes. And any potentially lingering awkwardness was wiped away by the awesomeness of trying the duct-tape Rift prototype.

By the end of this meeting, Bettner knew that this was what he needed to do next. “We want to make things with you guys,” he said. “We don’t really know what we want to make, but if mobile taught us anything it’s that we need to let go off our expectations and just figure out what works. So why don’t we start building things on, like, a month-to-month basis with you guys and we’ll see what comes with that?”

What came first was founding a new game studio (Playful Corp) and the idea of doing something like Wii Sports for VR. Not necessarily sports, per se, but a collection of mini games that showed off the potential of virtual reality. Not only did this seem like a logical creative approach (Wii Sports was the perfect vehicle to implement Nintendo’s “Blue Ocean” games-for-anyone strategy), but it also created a framework for Playful to experiment diversely and relentlessly.

Paul Bettner and the Playful Corp team.

During this time, they were churning out about one prototype a week. There was a Katamari-like game, where the player would subtly grow in size over time. There was a cooking game, where players would have to catch ingredients with a frying pan attached to their face. And there were a lot of games based around the mechanics of classics old and new (like Tempest and Doodle Jump).

Operating under the mindset that the fastest way to find the most compelling idea was just to keep building things, that’s exactly what they did. Brainstorming, building, bending (and then constantly re-bending) their expectations. And among the early batch of games, there was one concept that the guys at Playful had the most faith in: and it absolutely, positively was not Lucky’s Tale.

Super Capsule Brothers

One of Playful’s earliest platforming prototypes – the Super Capsule Brothers.

From the getgo, Bettner and his team loved the idea that VR could enable us to do things that were otherwise impossible. Like flying. That was the big one. They thought flying would be the coolest thing in the world and so, in game form, tried things like putting players on the back of a giant dragonfly. Except every time they tried something like this, it was never as good as they thought it would be. It always felt too flat, like a matte painting and lacked any compelling sense of depth.

Meanwhile, as Playful spent 2013 throwing spaghetti at the virtual wall, Oculus continued to take off. In June, they drew in $16 million of Series A funding and then, in December, they brought in $75 million more. As the scope of Oculus and what they believed the Rift could be grew larger, so did their hopes for what Playful could build; instead of a potpourri of mini-games, they wanted a big launch title. Hitting a home run instead of a spree of singles and doubles would be a challenge, but it was one that the guys and gals at Playful relished.

By this point, Playful had created forty games. Although none stood out as an obvious can’t-miss, there was one prototype they all believed in the most. But they had a little trouble admitting that at first because, in truth, it was among the ideas they thought least likely to pan out. This was the one idea that didn’t celebrate the first-person, immersive aspect that virtual reality offers; a third-person platformer called Super Capsule Bros. Inspired, of course, by Super Mario Bros., the prototype’s protagonist differed from its namesake. Instead of starring an Italian plumber, this one featured a blocky capsule (because that was one of the default shapes in Unity).

While the guys at Playful were initially skeptical about the type of game this was, they quickly realized why this concept worked: after decades touring the worlds of their favorite platformers (like Mario’s Mushroom Kingdom), they finally felt like they got to a place like this and explore. What they saw in that Super Capsule Bros. prototype was the first—and, still to this day, the only—VR experience that allowed for continuous, free-form locomotion through a virtual landscape without causing motion sickness. Or, put in terms that the kid inside of each of them was shouting through their skulls: magic.

Intermezzo: Q&A with Paul Bettner

Blake Harris: So you’ve got Super Capsule Bros., and it’s your favorite of the 40 games, but I was wondering if Oculus felt the same way?

Paul Bettner: I think, like us, they were surprised that a third-person game would work in VR. But after they tried it, they agreed that not only did it work, but they also saw the potential of what this could be. And another great thing about this game was that because it was a platformer, we didn’t need an excuse to put in whatever crazy mini-games we wanted. Because platformers have all sorts of crazy mini-games. So we were able to borrow from some of the other prototypes we’d built and bring elements of those into Super Capsule Bros., which, of course, soon became Lucky’s Tale.

Blake Harris: I figured that’s where this was headed. So tell me about how that happened. How did you go from capsule to fox? Were there other iterations in between?

Paul Bettner: Oh yeah. There were four or five major iterations of the character before we finally got to Lucky. Early on, we knew we wanted to do an animal and a fox ended up working really well. He was cute, my kids were into that, and he also evoked something nostalgic. He looks like he belongs in plenty of games you’ve experienced before.

Blake Harris: He does. Given that he’s a fox, it’s hard not to think about Sonic’s old sidekick. But I think that association with Tails is about more than just being the same species. There’s some other quality about Lucky that evokes characters from that era.

Paul Bettner: You know, it’s easy to gloss over this, but I really think that—and I believe this is the reason why Oculus signed Lucky’s Tale as a bundled deal, why this even happened in the first place—when you meet Lucky in VR, there’s this feeling of new meeting the old. You have this incredible technology, you’ve never been inside of a game like this before, and yet you are meeting something that is immediately familiar to you and that most people have some nostalgic memory of. A character, whether it’s Mickey Mouse or it’s Mario, you’ve met a character like Lucky. So it’s kind of this childhood dream come to life. That’s where Lucky came from. We were trying to evoke that. We were trying to create something that felt familiar. Immediately familiar.

Blake Harris: Well speaking of iconic, mascot-type characters like Mario and Sonic, I’m curious why you don’t think there hasn’t been one in such a long time. Obviously there have been some since then—like, say, Crash Bandicoot and Spyro; though even they are both from the 90s—but why do you think it’s such a rare thing?

Paul Bettner: I really couldn’t tell you. I could say that it’s hard, because it’s definitely hard. You could ask our brilliant director, Dan Hurd. We’ve struggled and it’s been an uphill battle to create someone who looks and plays like Lucky. So that might be what keeps people away. Or maybe, to be honest, it could be the lack of diversity that exists in our industry. Typically, that’s not the kind of game that middle-aged white dudes play, nor is it what they tend to want to make. I really don’t know. But here’s one thing that I do know: it’s very frustrating from a consumer standpoint. I mean, I’ve got these little kids—a 7 year old, a 5 year old, a 2 year old—and we love to play games together. But the menu of games that are available to us is so thin. Like how many times can we beat Zelda Wind Waker together? We’re desperate to play more games like this, but there aren’t that many out there.

Blake Harris: That’s where you come in. Lucky’s Tale: uniting families everywhere!

Paul Bettner: [laughing] exactly. But seriously, I think that there’s definitely an element of us wanting to fill that void a little bit. And to be honest, that’s part of why we chose this direction for our first game and why the company is even called Playful.

Blake Harris: What do you mean?

Paul Bettner: Well, technology allows for entertainment to evoke plenty of different feelings. VR especially can evoke several strong emotions and responses. Fear. Adrenaline. Excitement. But what we want, the emotion that we’re going for, is happy. We want to evoke happy. When people put on a VR headset, we want to make them smile. And so everything we’ve done in Lucky’s Tale, all these little elements in the game, they’ve all been about trying to evoke that feeling of just pure joy, childlike joy, and I hope that’s the way that people react to it when it ships this week.

Blake Harris: Speaking of shipping, my last question for you is about how that came to be. Lucky’s Tale is one of two games bundled with the Rift. How did that happen?

Paul Bettner: Oh, that’s a good story…

Let’s Go!

In November 2015, Playful sent a final build of Lucky’s Tale to Oculus. Not long after, Brendan Iribe called up Paul Bettner. “I just sat down and played two hours of Lucky’s Tale,” explained Iribe. “Two hours, non-stop, without coming out of the Rift. I’ve never done that before, that much time.”

“That’s amazing,” Bettner replied. “I’m so glad to hear this.”

After they talked back and forth about the game for a bit, Iribe brought up the idea of making it exclusive to Oculus [for a period of time, at least] and bundling it with the Rift. “We’re going to put a deal in front of you,” Iribe began, speaking with the same sort of magnetic, it’s-all-happening confidence that persuaded many to work for him at Oculus. “We’re going to put a deal in front of you and you’re going to accept it because it’s gonna be that good.”

True to his word, Iribe soon put a lucrative offer in front of Bettner. But if there was anything that Bettner had learned from his Zynga experience, it’s that his long-term vision is more important than any amount of short-term money. Which, of course, begs the question: what was Paul Bettner’s vision?

Visions are hard to put into words, and even harder to put into numbers. So perhaps the best way to try and express Bettner’s outlook and ambitions is by sharing a story that he mentioned during one of our conversations. “This is something that we tell ourselves internally,” Better explained. “Imagine if you could put yourself in Walt Disney’s shoes back in the day. He saw this amazing new cutting edge technology called motion pictures and he believed it was going to change the world. Because what he saw was an ability to bring a character to life and make an audience fall in love with that character in a way that you just couldn’t do before. And the first time that you see Lucky come out of his house, and he looks up at you, makes eye contact, waves hello…I think people will feel something that they’ve never felt before. Then he points at you, points over to the level and says, ‘Let’s go!’ You just feel so connected to him in a way that you couldn’t have felt if this wasn’t VR.”

Sharing and spreading that kind of connection—one of joy, adventure and friendship—is, at least in my opinion, what lies at the heart of Playful’s vision. And so when Iribe presented his godfather offer—one that generously compensated Playful, wouldn’t require them to part with their IP and ensured that their foxy new friend would be experienced by 100% of those first traversing VR’s seemingly limitless frontier—it was, of course, impossible for Paul Bettner to say anything other than what Lucky himself would say: Let’s go!


About the Author

Blake J. Harris is the best-selling author of Console Wars and will be co-directing the documentary based on his book, which is being produced by Seth Rogen, Evan Goldberg and Scott Rudin. Currently, he is working on a new book about VR that will be published by HarperCollins in 2017. You can follow him on Twitter @blakejharrisNYC.

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Playful CEO: PSVR Exclusive Star Child ‘Definitely Not’ Cancelled

Star Child Hand PSVR PlayStation Not Cancelled

The mysterious side-scrolling game Star Child is “definitely not” cancelled, according to Playful CEO Paul Bettner.

The statement comes after some PlayStation 4 owners on Thursday who had pre-ordered the game received a message from the PlayStation Store stating “the publisher has notified us that the game is cancelled.” A tweet posted to the official Star Child Twitter account on Friday provided a status update to the game saying that the “internal projected launch date changed, triggering a cancellation of pre-orders on PSN.”

Playful is the company behind Lucky’s Tale — a groundbreaking VR platformer which debuted with the Oculus Rift in 2016. They built sequel Super Lucky’s Tale as a more traditional flat-screen platformer for the Xbox One and then  showed Star Child for PlayStation VR. The game is also planned to work outside VR headsets as well, but details are still sparse and we noted that Kynan Pearson, the game’s original director, lists on Twitter and LinkedIn that he left Playful at some point this year. Bettner told UploadVR the game has a new leader and “we owe the world an update.”

“How our players experience the story of Star Child is so important to us, which is why we’re being so thoughtful about what we say and how we say it,” Bettner told UploadVR. “We’re not quite ready to share more yet, but we’ll make it worthwhile when we do.”

 

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8 Questions For Playful CEO Paul Bettner

8 Questions For Playful CEO Paul Bettner

All signs point to Paul Bettner doing something right.

He co-created Words With Friends, a powerhouse mobile game that hit a sweet spot on phones connecting friends with the classic word-making of Scrabble. Eventually he sold the company that made the game, but Words With Friends is still played on many phones today. Around five years ago he started Playful, a game studio that made its first title as an exclusive for the new Oculus VR platform. When the Rift debuted last year, Lucky’s Tale was there to greet people as the first Facebook exclusive.

Paul Bettner

Playful nevertheless retained the intellectual property underpinning the game. Lucky, the lovable main character, is still Playful’s. At E3 last week we got to see the sequel for the first time. Super Lucky’s Tale complements Microsoft’s portfolio of shooters and sports games with a family-friendly adventure and it arrives Nov. 7 for around $40. Everything Playful learned about platformers with Lucky’s Tale will be coming to Microsoft’s Xbox and Windows PCs, and millions of gamers will be introduced to Lucky for the first time in a fully developed sequel.

In addition, the studio revealed Star Child for Sony’s PlayStation VR. The mysterious side-scrolling platformer is still early in development but it will be coming to traditional TVs too. The studio also recently launched Creativerse, a block-building game that currently has a 9/10 rating on Steam.

There is much more in development at this groundbreaking studio, including a research playground called Wonderland where the company explores hand interaction and room-scale VR concepts. With three announced titles in development, 55 people working there and first-to-market knowledge about VR, as well as deals in place with some of the gaming industry’s biggest companies, Bettner is someone from which other developers and entrepreneurs could probably find some valuable insights.

I sat down with Bettner last week at E3 and tried to understand how Playful has gotten where it is. Below is an edited version of our conversation.

What did you learn in VR that informed a flat screen experience?

Bettner: There is a design space for platformers where you can have a feeling of open world exploration but yet not have to allow this free orbiting camera that’s more of a 360 kind of experience. It’s not like we can do anything with our level design obviously, and we had these constraints when we did it in VR because the camera was always behind Lucky. So we had to pay attention to this place where the camera moved and didn’t clip into geometry. All that stuff we had to worry about translates directly to the camera design that we’re working on for Super Lucky’s Tale. I’ll go as far as to say we are continuing to design [Super Lucky’s Tale] in a VR-friendly way. It is VR friendly but we actually didn’t do it for that reason. We did it because it allows for the gamer to take their finger off the other stick and not have to worry about massaging the camera.

Platformers tend to fall in one of two camps. So you’ve got something like Crash Bandicoot that’s kind of linear and then you have something like Mario Odyssey that’s like a sandbox kind of platformer and you have to use the camera all the time and rotate it around and stuff. With Lucky’s Tale 1 we saw the beginning of us kind of in this place in between those two where it had a sense of exploration but it also had a clear sense of direction and also didn’t require you to mess with the camera, which keeps the game at a certain level of simplicity where my kids can play it. I have a 9-year-old and a 7-year-old and they get lost if they have to control the camera too.

Was there a eureka moment with the camera on Lucky’s Tale 1?

Bettner: When we shrunk everything down. All our experiments were just 1:1 camera scale which is the normal thing you would do. But then the world was enormous. Lucky was huge. He was man-sized. None of that worked because the motion was too fast. It was terrible actually. Not good. We had to break Oculus’ API because they didn’t support this, but we found this place where we can hack into it and change the IPD ourselves. And so we did it. We tried these huge numbers that shouldn’t work and it worked and it made everything really tiny. And that was like ‘oh wow this works’. I think Lucky’s Tale 1 shipped with an IPD multiplier of 13. So we take [the space] between your eyes and we multiply it by 13. And so you’re actually a giant like your head is this giant thing. Lucky’s still man-sized, but because you’re so huge he looks like this little thing. Star Child uses the same technique. I don’t think the numbers is 13. I think it’s a little bit different because that character in VR isn’t quite as small as Lucky.

You’ve partnered with Oculus, Sony and Microsoft, but there’s so much excitement for room-scale VR and you’re not there yet. Can you explain that thinking?

Bettner: Entrepreneurship is a matter of timing as much as it is anything. There’s a million things I’d love to work on but choosing the things that the time has come for them is an important part of how I navigate. The time will come for those experiences that you’re dreaming of and that I’ve been dreaming of since I first got my hands on the VR headset that Palmer [Luckey] had duct-taped together. As an industry we have to work our way there. The companies that are working on this technology — they want to overcome some more of the hurdles [like] price, form factor, wires. You heard Microsoft talking about wireless headsets being an important thing, which I agree with. It’s a different experience that’s much more freeing. This stuff has never been a question of if, just a question of when. Because when you experience what room-scale VR can do it’s like, yeah everybody is going to want that.

What we first saw in Lucky’s Tale was this opportunity to create an entry point for people encountering this phenomenal new hardware and yet to play something familiar and comfortable. And I loved those two things coming together and so did Oculus. That’s why I think it ended up being that kind of front running game for them.

We hoped that VR and the work with Oculus would end up being kind of the tip of the spear and get us into the hearts and minds and get Lucky into the hearts and minds of our players, and then allow us to grow that. But it’s only because we chose to work on a third person title in this way that was presented in this format that now allows us to bring that game to a wider audience on a TV. There were certainly opportunities back then to work on things that would have had to stay in VR. I didn’t think that was the right time to do that type of work yet, but probably in the future there will be those opportunities.

There’s no solid concrete answer about how is input going to work in the next generation of VR and AR headsets. That’s one of the hardest things for a game developer because there’s nothing more fundamental to the design of the game than how you control it. If you put an Xbox controller in my hand I want to play a game like Lucky’s Tale. That’s what I love when I have a thumbstick and buttons. But if you give me hands, I want to make different things. I’m drawn to different ideas — if that ends up being the predominant way of controlling. We’re just going to have to see how that shapes up over time.

When do you see the audience becoming significant for VR?

Bettner: Optics, form factor, wireless transmission technology needs to get cheaper and easier. Everybody’s working on these problems now, pouring tons of money into them. You just have to imagine if there was a wireless consumer, lightweight, inexpensive, high-end — would have to be at least as good as an Oculus Rift is right now — a headset that hits the market in the next couple of years. That feels to me like it would be the break-out moment.

How long was Super Lucky’s Tale part of Playful’s plan?

Bettner: We had always hoped to have Lucky show up on other platforms. There was a version of Lucky’s Tale 1 that runs on a flat screen — it’s very convenient for development — but also just because we felt like this was ultimately what we wanted to do. There’s no reason why this intellectual property (IP) and why the gameplay that we’ve built can’t work across all these different platforms. And when we showed that to Microsoft initially they just kind of fell in love with the IP and they fell in love with the potential there. And we built this vision together of launching it as an Xbox debut title to launch a new Xbox.

Do you have a five year plan at Playful, or do you just do what feels right? Some entrepreneurs may be focusing on the wrong things with VR — so how do you make the decisions?

Bettner: We do have a five year plan, but the five year plan changes every five minutes.

You talk about entrepreneurs, we bend reality right? But you can’t bend it till it breaks. You can bend it, but if you break it then you go out of business. I see exactly what you’re talking about. I see the version that’s just over the edge where it is like, ‘I really want this to be true and I don’t care if the world doesn’t because I really want it to be true.’ Our job as creators is to want new things to be true that haven’t been true before. We’re supposed to will things into existence that didn’t exist before and bring these things to life. But if we go too far with that then we’re in a room by ourselves.

We need to have that empathy for our players and for our partners. We might want something to be true, desperately. I want room-scale to be here now now! But just because I want that to be true, and I’m trying to bend reality to make that true, doesn’t mean that it is necessarily going to come true on my timeline. And so I need to be willing to also listen closely.

We we have this saying at Playful — ‘you need to listen closely to what the game is telling you it wants to be.’ This applies at all levels. We’ll have an idea. We’ll start making it. And we’ll start play testing it and it will be like — that’s not fun. But it’s not supposed to necessarily be fun the first time we work on it. Ok, we’ll spend some more time on it. Then maybe it’ll get to be fun. Sometimes that’s successful, but sometimes as we’re going and we’re just banging our head into it, and it’s not turning out to be fun. But something else that was completely unexpected is turning out to be fun. If we do our jobs well we let that other thing rest for awhile and we pick up the unexpected thing and we make the game about that instead. And I think that navigating a company is the same type of thing.

This plan where we’ve ended up now with our partners — that wasn’t the five year plan even two years ago or three years ago — but that has become the plan because it just flowed with what’s been happening in the industry. Taking stuff we were working on and turn them into new opportunities. A good word for that would be agility….even if your timing is wrong — maybe you can take something that you were doing and map it to something else and turn that failure into success. We have tons of that. We fail all the time, but we salvage a lot from those things and use those things to find new success.

The 3D platformer “Lucky’s Tale” was one of the first Oculus Studios titles.

The structure of a gaming company requires you to work with programmers and artists — these people that want to build what they want to build. How do you get a team aligned?

Bettner: We do that by coming up with the ideas together. I can’t get excited about an idea if I don’t have a room full of people that are getting excited with me. So the ideas for the games that we’ve come up with…didn’t come from my head. They came from us getting together and saying what do you want to do? And when we do that and we do it well, it doesn’t mean that it’s like a consensus-driven thing, but things spark. We put the kindling there, we blow on it and it catches flame and then I get really excited about it, other people get really excited about it. OK, we’re doing that. And if we do that well, then that question answers itself automatically. By the time we’re at the point where we’re debuting something or working on it at scale, we all feel this ownership with that thing, and we all feel like it was our idea.

The director of Star Child [Kynan Pearson] has this saying, he says if you take any game development team and replace a single person on a team…you will get a different game. That changes the way you look at it. You don’t look at the game as a singular thing that exists independent of who is working on it. It’s in fact a creation of the people that are making it that turns it into whatever it becomes.

Do you have situations where people don’t want to sacrifice their vision?

Bettner: That’s at the heart of Playful’s development culture is the balance between vision and execution. So vision is this thing that keeps us on track and keeps the heart and soul of the game intact. But the realities of execution and our agility of responding to what’s [turning out] to be fun or not fun, that’s constantly pushing against that and the vision has to be adaptable to those things. The real struggle is those two forces. What we say at the studio is, rather than getting fatigued with that struggle we should embrace that that’s why we do what we do. That’s why this is a hard job, not an easy one, but why we love doing it, is because that struggle is what bears the fruit.

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See More of Star Child in This Official Trailer

The Electronic Entertainment Expo (E3) 2017 had a few surprise virtual reality (VR) announcements – like this brand new PlayStation VR exclusive coming from Lucky’s Tale developer, Playful. Not content with just announcing Lucky’s Tale would be getting a port to the Xbox One X, the developer also had to show gamers and press an all-new VR adventure.

Star Child is a neon-lit puzzle adventure with a strong sense of atmosphere. Taking place on an alien world with fantastical Martian creatures and creations, Star Child is a homage to platformers of the 90s while also being something entirely new.

Star Child Screenshot

PlayStation VR allows the player to lean into the world and look around the environments in detail – changing what would otherwise be a typical platform experience into something much more interactive and absorbing.

We played Star Child at E3 2017, and the interest in the title is well placed; “If the videogame caught your eye during SIE’s E3 2017 press conference, then you’re right to be intrigued. The Star Child demo was certainly a delightful experience, and over far too soon, so expect good things to come in the future.”

In the trailer below you can see a variety of multicoloured Martian creatures as well as a mechanical monster near the end.

For more on Star Child, make sure to stay on VRFocus.

Hands-On With Playful’s Mysterious New Game — Star Child

Hands-On With Playful’s Mysterious New Game — Star Child

Three years ago I rushed through the doors of the Los Angeles Convention Center when E3 opened and headed straight for the Oculus booth to try the latest Rift development kit. I met Paul Bettner, the CEO of Texas-based Playful Corp, and inside the Rift DK2 headset I met Lucky.

Lucky was an adorable fox waving at me from inside his virtual world. He was aware of my presence, and I worked like a guardian angel over his shoulder helping him navigate the path ahead. The colorful world ingeniously obscured the headset’s low resolution, and the camera system Playful developed allowed for smooth exploration of a place in which I never felt uncomfortable. To put it simply, when Lucky’s Tale released with the launch of the Oculus Rift last year it was a groundbreaking game that showed what was possible with the familiar platforming genre, known for characters like Mario and Sonic, but built from the ground up for a new medium.

Star Child is Playful’s next step. I rushed through the doors this week at E3 and headed straight for Sony’s booth to find it.

The game is directed by Kynan Pearson, who designed levels for the Metroid Prime games, Donkey Kong Country Returns, Halo 4 and 5 and others. According to his LinkedIn, Pearson also worked at Bluepoint Games for nearly three years — a company that just announced a remake of Shadow of the Colossus. He’s been at Playful since May of last year.

“The specific ‘staging’ techniques that Kynan and team have discovered to make a game in this genre (2.5-D side scrolling ‘cinematic platformer’) actually work wonderfully well in VR,” said Bettner. “It’s very similar to the process we went through to discover how to make 3D open world platforming work in VR… but now applied to the side-scrolling genre.”

Star Child is still very early and Playful is embracing mystery at this point in the game’s development. My hands-on time was a very brief section of the game that started on the surface of a planet with a ship landing in a bright desert-like environment.

The ship lands on a platform, which descends slowly down a long shaft into the world. There are bug-like mechanical creatures scurrying about and at the bottom, an adolescent female jumps out of the ship. I use the Dualshock 4 controller to move her into a tunnel to the right. I don’t know who she is, but she is bigger to me than Lucky was in his world, and she seems ready to brave whatever is inside here.

As I move her to the right into a cave, I notice it’s illuminated by what looks like alien plants, machinery and crystals. It’s hard to tell what is organic and alive and what is machine down here. There’s a vibe to the environment and creatures that feels a bit like a cross between James Cameron’s Avatar and The Legend of Zelda: Breath of the Wild. If I move my head behind one of the crystals I can see the character distorted as if I was looking at an action figure through a glass cup on my table. Steam rises from below and firefly-like creatures fly around in swarms. A large mechanical creature way bigger than we are is watching with interest and I feel uneasy for the first time in this fantastic world. Should I be scared? I am just a little bit.

There seem to be control panels down here and when I approach them I’m prompted to press a button. When I do, control shifts to a kind of drone I can navigate to grab and hook up power lines. It seems like I’m powering something up.

Near the end of this short play through an enormous mech-like creature comes to life and its hand extends to block a more menacing creature and keep it away from my character. Then the giant reaches out and places its palm out, as if inviting her to stand on it like a scene out of Iron Giant. I do so and the demo ends with the Star Child logo.

The game moved on a left-right trajectory much more so than Lucky’s Tale ever did.

“My hope is that people will realize that here we have another genre that probably nobody realized would work really well in VR, but it does,” Bettner said. “If you think about how amazing a game like Inside or even Metroid could be in VR, I think this little teaser demo gives people a glimpse of that.”

The publisher, Game Trust, told me after my demo the game was also coming for traditional TV screens too. Overall, the whole world was alluring, with gorgeous visuals and enveloping sound, and I found the mystery of it enchanting enough to intrigue me and put this on a list of titles to watch for in the future.

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Super Lucky’s Tale ‘Designed In A VR-Friendly Way’

Super Lucky’s Tale ‘Designed In A VR-Friendly Way’

We sat down with the CEO of Playful this week, Paul Bettner, and discussed a ton of fascinating subjects covering everything from the birth of the first Oculus Rift exclusive title Lucky’s Tale to the reason his company hasn’t adopted room-scale VR in a product yet.

We’ll get to those answers as soon as we have time to transcribe our recording a bit more during the busy E3 week, but we wanted to single out one particular answer before then.

Right at the front entrance to the South Hall of the Los Angeles Convention center — front and center in the Xbox booth from Microsoft — Super Lucky’s Tale is one of the first games greeting the many gamers swarming the event. It is a fully developed sequel to Lucky’s Tale that is already building buzz. They even have custom Xbox One controllers for the game in Lucky’s orange and blue colors. The adorable main character can be seen waving to people from the televisions, inviting them to join him on his journey.

The family-friendly game fills a hole in Microsoft’s portfolio for the Xbox, putting a cute platformer among the gritty shooters and horror games that seem to be targeted toward hardcore audiences.  This week though Microsoft has said almost nothing about VR for the upcoming Xbox One S, and with this sequel growing out of a groundbreaking VR effort from Playful, I asked Bettner a couple questions about the game’s readiness for VR.

“We’re here to show off the game for the first time on the flat screen and to show people what the Lucky franchise is like when you’re playing it on a TV. And we’re really glad about the fact that invites a huge audience to experience Lucky for the first time,” Bettner said.

That’s a carefully worded answer from Bettner, so I followed up with an additional question asking whether there is anything in the design of the game that will keep it from being able to adapt very easily to VR.

“Absolutely not. In fact I’ll go as far as to say we are continuing to design the game in a VR-friendly way,” Bettner said.

That’s as far as I pushed, but the answer was enough to renew my hope that Microsoft isn’t ignoring the potential of VR to drive sales of its Xbox One X system sometime after 2017, and that we might get to see Super Lucky’s Tale in VR headsets someday.

We’ll have to wait and see of course, but it strikes me that Microsoft has a lot more to its strategy for dominance of immersive computing that we have yet to see. I hope Super Lucky’s Tale plays a part in that strategy going forward.

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Lucky’s Tale Developer Announces Brand New Game, Star Child, For PlayStation VR

Sony’s E3 2017 press conference announced a whole host of brand new titles, and the PlayStation VR library is looking better than ever. One title is from Lucky’s Tale developer Playful – but Star Child takes on a much darker tone than a cutesy platformer.

Star Child was announced with a short trailer during Sony’s E3 press conference – a slew of brand new titles was announced for Sony’s virtual reality (VR) platform, Star Child being just one of many.

Star Child appear to take place on an alien world, filled with mysterious creatures and futuristic space ships. The man-made interiors of the planet hide many incredible fluorescent and neon creatures, all of which are sure to look incredibly imposing in VR.

The trailer end when a giant robot saves the player character, before lifting her off the ground. The mysterious premise only makes us more interested in what the developers, Playful, have in store for us.

Playful’s dedication to VR development is good to see – after their first big title Lucky’s Tale was recently announced for Xbox One as a non-VR title, some thought they may be stepping away from developing in VR.

Star Child looks like it’ll be incredibly impactful in VR – for more on Star Child, make sure to stay on VRFocus.

E3 2017: Playful Bringing Star Child To PSVR

E3 2017: Playful Bringing Star Child To PSVR

A new game announced at E3 from Playful is coming to PSVR — Star Child.

Playful is the creator of Rift launch title Lucky’s Tale, a groundbreaking title that explored platforming in VR. Star Child would be the company’s second VR title, though Playful also announced a sequel to Lucky’s Tale for traditional screens.

Details are sparse right now but Star Child looks like an evolved action platformer that aims to take the genre we grew to love with Mario on traditional screens and take it much further than Lucky’s Tale in VR.

Playful is a Texas-based studio with an experienced team that jumped deep into VR early on and began experimenting very rapidly to produce a series of prototypes to find what works and what doesn’t in VR. We don’t know much right now about Star Child, but we have high expectations after Lucky’s Tale. It was an adorable game and Super Lucky’s Tale, its sequel, will likely make Playful a much more well-known name when it arrives.

Story developing.

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