Will fan-made games ever get the credit they deserve?

Most gamers are content with playing as their favourite characters whenever an official game is released, but for others that isn’t enough. A small band of gamers are taking it upon themselves to create new adventures for beloved characters. But will fan-made games ever be welcomed into official canon?

Imagine if you’d spent years lovingly crafting a piece of work; if you’d nurtured it, cajoled it, even caressed it, all in a bid to get it to the point where you were finally ready to let the world see your creation. Now imagine if you’d spent years, getting that piece of work ready, while all the time you knew that what you’d been working on could be taken away from you at any time.

Welcome to the world of fan-made games, where gamers, not content with merely playing as their favourite characters, create the kinds of games that they and other fans want to exist.

It’s no surprise that as video games have grown in popularity, so have the number of video-game fans who want to make games that elicit the same feeling of excitement in others that they experienced themselves. That desire can either push people to try and create original content from the get-go, or, in the same way as the Rolling Stones got started by covering the likes of Chuck Berry and Little Richard, it can inspire people to imitate their heroes’ creations.

Right now, there are two ways that fan-made games and their makers are considered. They can be thought of as paying homage to their inspirations, made by fans who want to celebrate games that they enjoy. Let’s call that the Sega approach. Alternatively, makers of fan-made games can be treated like interlopers who ruthlessly infringe upon copyright and intellectual property. Let’s call this the Nintendo standpoint.

Image courtesy of Twitch

In 2016, one game distributor, Game Jolt, reported that it was forced to remove 500 fan-made games having received a DMCA (Digital Millennium Copyright Act) takedown request from Nintendo. But are video-game companies who take this approach missing the point? Instead of clinging on to copyrights and supporting IP protectionism, wouldn’t they be better served supporting gamers who want to popularise the games and characters that fans the world over enjoy, and – if the work is good enough – even consider bringing it under the official video game company’s umbrella?

The Pokemon problem

Given Nintendo’s hardline approach to fan-made games, it’s unfortunate that some of the most popular fan-created titles have infringed upon its various copyrights. In 2016 two Pokemon fan-made games were killed by Nintendo; first of all, Pokemon Uranium, which was nine years in the making, got issued with a cease-and-desist letter, and then, four days before Christmas, the ROM hack Pokemon Prism was also pulled by Nintendo.

The strange thing about Nintendo’s decision to pull the plug on Pokemon Prism is that despite all the aggression and fist shaking Nintendo aims towards fan-made games, it doesn’t have a history of blocking ROM hacks, which essentially take existing, paid-for game engines and assets, and remix them by adding a patch.

Pokemon Prism’s creator, Adam “Koolboyman” Vierra, insists his game would have launched as a free patch with no links to original Pokemon ROMs, and to make it clear he intended to make no money from the project he was going to insert a page that encouraged players to support official games and merchandise.

“I thought I understood Nintendo’s unwritten rules regarding fan games. I wasn’t making money and I made it clear when you start the game that this is a fan project,” said Vierra during a Reddit AMA. “ROM Hacks were never taken down by Nintendo, and the only ROM hack I knew of that was taken down was Crimson Skies, but that was from Squaresoft, not Nintendo.”

In truth, Prism was probably a victim of its own success. The game was eventually leaked by “a group of people interested in seeing ROM hacks succeed,” and although, for obvious reasons download figures don’t exist, we do know that the game was shared widely, and fans have been keen to share how the game works on their Nintendo 3DS.

“I understand that based on the circumstances Nintendo had to take action and I have no hard feelings against them anymore,” said Vierra. “They felt threatened by Prism’s massive hype and popularity and they had to do something to protect their trademark.”

How to make a fan-made game

If you too want to be involved in the masochistic world of fan-made gaming, then here’s some advice for you. First of all, and we can’t stress this enough, keep your project small. Part of the reason Pokemon Prism was detected was because sites like Kotaku (previously part of Gawker Media) wrote about it, while its trailer gained millions of views and its arrival was liked thousands of times on Facebook.

The best thing you can do is try to build a small, modest and loyal community, something like Prism had in 2015

“The best thing you can do is try to build a small, modest and loyal community, something like Prism had in 2015. It’s easy to get into the mindset ‘the more [people] that know about my fan game the better’, but as Prism and other fan games proved that comes with consequences,” said Vierra. “Don’t make big trailers or big pieces of promotional material.”

In reality, though, if you decide to make a fan-made game and it turns out to be good, then there’s not a lot you can do to contain the hype. Your best option is to maintain some detachment, so if the day ever comes when Nintendo burst through the door brandishing a cease-and-desist letter (it doesn’t really happen like that) then at least you’ll be able to get over your loss.

“The harsh reality is sometimes you don’t have control over the popularity and hype over your own game and it can come when you least expect it,” explains Vierra. “The better your fan game is, the more likely people are going to get excited about it and spread the word to everywhere. What you can do is at least try to contain it.

“I’m not trying to scare people,” said Vierra, “but you should at the very least mentally prepare yourself for the worst so that in case it does happen, you’ll be more mentally stable to handle the situation. I got too comfortable during the last days of Prism and when it happened I was an emotional wreck. While the worst is behind me and I’m finally comfortable … I’m still recovering. I don’t want anyone to go through that.”

Copy the Collyers

Sports games are ephemeral with new versions being released each year. But some fans have a favourite version, a favourite team and a favourite player that they don’t want to let go of, so predictably some have taken to editing games in order to keep them alive. Anyone who knows the history of Championship Manager and Football Manager will have heard the story of Champ Manager 01/02, which has been updated since its release to reflect the changes in football teams’ personnel while maintaining the spirit of the original.

To some this may be awkward, but the creators of the Championship Manager series are flattered that people are still playing a game that is over a decade out of date. “It’s fair enough, I think the games have become more complex over the years, so I can understand why people have said the main version is too complicated for me now, but I’m really happy with this version. It’s great that people are still playing the game that we made that long ago then that’s a cool thing. It might not bring the money in, but…” says Championship Manager’s co-creator, Oliver Collyer.

The situation that Champ Manager has allowed, where fan-made games and the real thing can coexist, has enabled fans to celebrate games that they love and share them with new audiences. Perhaps this is something Nintendo could embrace in the future, and we could see a fan-made Pokemon, a fan-made Metroid or a fan-made Zelda. But don’t hold your breath.

“Who knows, maybe in a couple of years Nintendo will change how it handles this kind of stuff,” said Vierra. “I’m not saying it’s going to happen, but it’s a possibility. If they do and if they’re interested in partnering with people who made fan projects, they know how to reach me and I wouldn’t hesitate to partner with them.”

Nintendo did not respond to Factor’s request for comment.

Atari tells fans its new Ataribox console will arrive in late 2018

Atari has revealed more details about its Ataribox videogame console today, with the company disclosing that the console will ship in late 2018 for somewhere between $249 and $299.

Atari says that it will launch the Ataribox on Indiegogo this autumn.

The company said it chose to launch the console in this way because it wants fans to be part of the launch, be able to gain access to early and special editions, as well as to make the Atari community “active partners” in the rollout of Ataribox.

“I was blown away when a 12-year-old knew every single game Atari had published. That’s brand magic. We’re coming in like a startup with a legacy,” said Ataribox creator and general manager Feargal Mac in an interview with VentureBeat.

“We’ve attracted a lot of interest, and AMD showed a lot of interest in supporting us and working with us. With Indiegogo, we also have a strong partnership.”

Images courtesy of Atari

Atari also revealed that its new console will come loaded with “tons of classic Atari retro games”, and the company is also working on developing current titles with a range of studios.

The Ataribox will be powered by an AMD customised processor, with Radeon Graphics technology, and will run Linux, with a customised, easy-to-use user interface.

The company believes this approach will mean that, as well as being a gaming device, the Ataribox will also be able to service as a complete entertainment unit that delivers a full PC experience for the TV, bringing users streaming, applications, social, browsing and music.

“People are used to the flexibility of a PC, but most connected TV devices have closed systems and content stores,” Mac said. “We wanted to create a killer TV product where people can game, stream and browse with as much freedom as possible, including accessing pre-owned games from other content providers.”

In previous releases, Atari has said that it would make two editions of its new console available: a wood edition and a black and red version.

After being asked by many fans, the company has revealed that the wood edition will be made from real wood.

Atari has asked that fans let it know what they think of the new console via its social channels

Scientists, software developers and artists have begun using VR to visualise genes and predict disease

A group of scientists, software developers and artists have taken to using virtual reality (VR) technology to visualise complex interactions between genes and their regulatory elements.

The team, which comprises of members from Oxford University, Universita’ di Napoli and Goldsmiths, University of London, have been using VR to visualise simulations of a composite of data from genome sequencing, data on the interactions of DNA and microscopy data.

When all this data is combined the team are provided with an interactive, 3D image that shows where different regions of the genome sit relative to others, and how they interact with each other.

“Being able to visualise such data is important because the human brain is very good at pattern recognition – we tend to think visually,” said Stephen Taylor, head of the Computational Biology Research Group at Oxford’s MRC Weatherall Institute of Molecular Medicine (WIMM).

“It began at a conference back in 2014 when we saw a demonstration by researchers from Goldsmiths who had used software called CSynth to model proteins in three dimensions. We began working with them, feeding in seemingly incomprehensible information derived from our studies of the human alpha globin gene cluster and we were amazed that what we saw on the screen was an instantly recognisable model.”

The team believe that being able to visualise the interactions between genes and their regulatory elements will allow them to understand the basis of human genetic diseases, and are currently applying their techniques to study genetic diseases such as diabetes, cancer and multiple sclerosis.

“Our ultimate aim in this area is to correct the faulty gene or its regulatory elements and be able to re-introduce the corrected cells into a patient’s bone marrow: to perfect this we have to fully understand how genes and their regulatory elements interact with one another” said Professor Doug Higgs, a principal researcher at the WIMM.

“Having virtual reality tools like this will enable researchers to efficiently combine their data to gain a much broader understanding of how the organisation of the genome affects gene expression, and how mutations and variants affect such interactions.”

There are around 37 trillion cells in the average adult human body, and each cell contains two meters of DNA tightly packed into its nucleus.

While the technology to sequence genomes is well established, it has been shown that the manner in which DNA is folded within each cell affects how genes are expressed.

“There are more than three billion base pairs in the human genome, and a change in just one of these can cause a problem. As a model we’ve been looking at the human alpha globin gene cluster to understand how variants in genes and their regulatory elements may cause human genetic disease,” said Prof Jim Hughes, associate professor of Genome Biology at Oxford University.