Tuesday, July 07, 2009

 

Article on Spelunky in The Escapist

Anthony Burch wrote an article for this week's The Escapist articulating why Spelunky is so great:
By mixing the randomly generated levels native to roguelikes with a familiar 2-D perspective and intuitive, decidedly un-roguelike game mechanics, Spelunky becomes something completely new: a perpetually fresh, challenging experience that is as accessible as it is complex. Since you navigate the environment via platforming, Spelunky's procedurally generated maps actually impact your overall strategy more than almost any other game to use similar randomization. While you can easily conquer every randomized dungeon in a game like Diablo II through brute force and determination, Spelunky forces you to constantly make meaningful decisions in order to progress. Do you risk making a blind leap down a chasm, hoping that water rather than spikes await you at the bottom? Do you save your bombs for bosses, or do you use them to blow holes in the level topography and create a more direct route to the level exit? These are not binary, one-off decisions that exist independently from the gameplay - the entire process of playing Spelunky requires you to make new and interesting choices like these, over and over again.

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Saturday, June 27, 2009

 

Games of My Life

I've decided to copy Shane Liesegang and do a list of the 10 "most impactful" games, and try to find some trends in the games that I pick.

Unordered 10 Impactful Games

I chose the games for this list by thinking of games that are personally "impactful" to me. They either changed the way I think about games, or changed the way I think about the world. Like Shane, I'm interested in finding any trends between these games, so I'm subjecting them to a set of metrics that might possibly be completely meaningless.

Note that I'm limiting it to video games here, otherwise I'd have backgammon on the list. But comparing video games to board games or to folk games is in many ways an apples-to-oranges thing, especially considering the comparisons that I want to use to examine them.

Chronological Order

  • 1988: Super Mario Bros 3
  • 1991: Scorched Earth
  • 1993: Maniac Mansion: Day of the Tentacle
  • 1997: Fallout
  • 1998: Alpha Centauri
  • 1999: Jagged Alliance 2
  • 2000: Deus Ex
  • 2001: Grand Theft Auto 3
  • 2003: Amplitude
  • 2009: Spelunky
It's not surprising that while the list spans 21 years, half of the games I chose were made between 1997 and 2001. For me, those are the golden years of gaming. I'm also not surprised that there's a big gap between 2003 and 2009. While there haven't been a whole lot of AAA titles that affect me the way titles from the late '90s did, I even struggled to think of an indie game that really truly affected me in the way that Fallout or JA2 did. Spelunky is the obvious exception, but while there have been many fantastic indie titles that I think about all the time, I think they're often just too small in scope to really affect me the same way that the other games did.

Of course, now that we're talking about scope, let's look at play time.

Play Time

  • Jagged Alliance 2: 200+ hours
  • Amplitude: 100-200 hours
  • Super Mario Bros 3: 100-200 hours
  • Scorched Earth: 100-200 hours
  • Deus Ex: 80 hours
  • Grand Theft Auto 3: 80 hours
  • Spelunky: 50 hours playing, 25 hours modding
  • Fallout: 40 hours
  • Maniac Mansion 2: Day of the Tentacle: 30 hours
  • Alpha Centauri: 30 hours
In this list I'm attempting to remember how many hours I spent with each game. This ties back into the whole indie games thing: no matter how much I like a game, it's probably not going to change my life if I don't spend a lot of time with it. So Spelunky averages about 3 minutes per play session, but I have spent as much time with it as I have with GTA3. Whereas Passage and Execution are very important games to me that changed the way I think abotu games, but somehow they don't seem so impactful because I played them once or twice and felt like I was done with the experience.

Fun fact: I played through the Jagged Alliance 2 demo about three nights a week for a year before the full game came out.

Metacritic

  • 97: Grand Theft Auto 3
  • 94: Super Mario Bros 3
  • 93: Maniac Mansion: Day of the Tentacle
  • 92: Alpha Centauri
  • 90: Deus Ex
  • 89: Fallout
  • 86: Amplitude
Some of the games did not have metacritic scores, and are not included. Some of these games had multiple SKUs, in which case I picked the highest score. It looks like the games that matter to me are also games that the critics love.

Genres and Demographics

  • Jagged Alliance 2: tactical combat RPG
  • Amplitude: rhythm action game
  • Super Mario Bros 3: action platformer
  • Scorched Earth: turn-based artillery
  • Deus Ex: action shooter / RPG
  • Grand Theft Auto 3: sandbox action
  • Spelunky: procedural platformer
  • Fallout: RPG
  • Maniac Mansion 2: Day of the Tentacle: adventure
  • Alpha Centauri: strategy simulation
Various stats about the list:
  • 2 platformers
  • 3 RPGs
  • 4 turn-based games
  • 1 first-person game
  • 2 games where you navigate an avatar around a 3D space
  • 5 action games (relying on reflexes to any degree)
  • 9 American games, 1 Japanese game
  • 2 games with puzzle elements
  • 1 game where the puzzle elements are key to the experience
  • 4 "open world" games, including Deus Ex
  • 1 game that must be played multiple times through
  • 3 strategy games
  • 7 PC games (were primarily released for PC)
  • 3 console games: 2 PS2, 1 NES
  • 5 games that are continuing titles in a series
  • 2 games that kicked off a series
  • 3 games that stand alone
  • 1 game that loses a lot of value on replay
  • 6 games with strong story elements
  • 4 games where the story is absolutely central to the game
  • 3 games with multiplayer (Deus Ex had a patch but I don't count it)

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Wednesday, June 24, 2009

 

Manifesto No More

It's sad that I now have to remove my Manifesto Games button link from the left hand bar. As Greg Costikyan explains, Manifesto is now shut down.



RIP Manifesto Games.

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Sunday, June 07, 2009

 

MeggySeqSynth Improvisation

I was messing around with my MeggySeqSynth tonight and decided to record my improvisations. Here you go:

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Wednesday, June 03, 2009

 

Rhythm and Rhyme on The Escapist

I have a piece up on The Escapist this week called Rhythm and Rhyme. It's about hip hop and video games, particularly how I think there's never going to be a wildly successful Rock Band style game based on hip hop. Then I go into examples of the kind of non-simulationist gameplay that hip hop can inform. Here's the first paragraph: 
Music games have exploded in popularity in the last five years. While PaRappa the Rapper may have been the first hit rhythm game, modern music games are practically synonymous with rock music. Rock Band alone has revolutionized digital music distribution, giving small bands previously unimaginable amounts of exposure and introducing a new generation of music listeners to older songs they would not have heard otherwise. Which raises the obvious question: Why hasn't there been a similar game for hip hop? It would seem a straightforward challenge to take the Rock Band formula, apply a few tweaks and make it work for a different genre of music.
Check out the full thing at The Escapist.

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Tuesday, June 02, 2009

 

Game Maker and Twitter, United In Spelunky

I love Spelunky. I've been playing it almost every day for the last six months, and I never get tired of it. 

Sometimes Jeff and I will be at the office, each of us playing Spelunky -- inevitably, one of us will say, "Oh my god, you'll never believe what just happened!" and then proceed to regale the other with a story of our latest randomly generated adventure.

A couple of weeks ago, I got an idea in my head that wouldn't go away: what if I could make Spelunky update Twitter with these stories I love so much? And so I started right in on the project. (You can see the end result here: @darius_spelunks.)

The first step was decompiling the Spelunky source code. Spelunky is written in Game Maker 7, and so decompiling is pretty easy if you follow the instructions on the Spelunky wiki.

The next step was figuring out how to get Game Maker to update Twitter. It doesn't come with native support for HTTP Post requests, so I had to improvise. I ended up going with a real kludge of a solution. There's a user-contributed Game Maker DLL called SilentDOS, which lets you run stuff on the Windows command line in the background of your game. (There is a native GM7 function called execute_shell(), but the problem with that function is that it opens a cmd.exe window and disrupts your game.) To initialize SilentDOS, make sure that the DLL is in the same directory as your .gmk file, and then run this at the start of the game:
global.nnn = external_define('silent_dos.dll','RunSilent',dll_stdcall, ty_real,2,ty_string,ty_string);
I put it in the create script for the oGame object in Spelunky.

So now I could run Windows command line stuff. This meant I could run wget, which is for making HTTP requests on the command line. Fortunately, it's pretty easy to update Twitter with wget. I ended up making a file called tweet.bat, and put it in my C:\Windows\System32 directory:
IF %1==DNT (echo %1) ELSE (wget --http-user="username" --http-password="password" --post-data="status=%1" -b -q http://twitter.com/statuses/update.xml)
This uses a couple of tricks. First of all, it accepts a command line argument, and "%1" is just the argument you pass to it. In this case, it's the update you're sending to Twitter:
> tweet.bat "Test!"
The IF statement just says that if the string I send is "DNT" ("Do Not Tweet"), don't send an update to Twitter, just print DNT to the console. Assuming I didn't send "DNT," it runs the wget command. The "-q" command runs it in quiet mode so it doesn't write any log files as outputs. The "-b" command runs it as a background process, so that it doesn't block Spelunky while it's trying to run. When I run it without "-b", the game will pause for three seconds every time I tweet while I wait for the Twitter server to verify the post.

So now I can tell SilentDOS to run tweet.bat with an arbitrary string as an argument. The problem is that if I try to pass it a regular string:
external_call(global.nnn,"tweet","This is my status update."); 
the Twitter post ends up saying only "This". It's because the command line argument assumes that "This" is argument 1, "is" is argument 2, etc. So I wrote a helper function called format() to replace all spaces with "%20", which is the hexadecimal URL encoding for the space character. The function also replaces commas with "%2C":
message = " " + string_replace_all(argument0," ","%20");
message = string_replace_all(message,",","%2C");
return(message);
So here's the actual call to update Twitter from Game Maker:
external_call(global.nnn,"tweet",format("Your Twitter update goes here, with commas and everything!")); 
At that point it was just a matter of experimenting with where in the code I could put the Twitter calls.  My standard script for generating the text bits looks like this:
if (global.LastTweet == "scrTEnemySacrifice") return "DNT";
else global.LastTweet = "scrTEnemySacrifice";

rInt = floor(random(4));
if (rInt == 0) return("Kali had better enjoy this here " + string_lower(argument0) + ". I work hard to bring her these sacrifices.");
if (rInt == 1) return("I slave all day to bring you this " + string_lower(argument0) + ", and what do I get? A random prize determined by a favor counter? Please.");
if (rInt == 2) return("Oboy I love sacrificing a nice " + string_lower(argument0) + ".");
if (rInt == 3) return("Sometimes, life is tough for me. But then I sacrifice a " + string_lower(argument0) + " on an unholy altar and I remember that others have it worse off.");
The first two lines are there because I had a lot of problems with updates that were too repetitive -- who wants to read, "I whipped a snake" "Take that, bat!" "Oh man I just whipped a caveman" all in a row? I wanted more variety in the tweets, so those first lines ask: Did we just tweet about this kind of event? If we did, then don't actually update Twitter with this. If we didn't, then we pick a random phrase to tweet about. The argument0 in these functions is usually the "type" field of a given object, which is the English language name of the object. It's formatted like "Caveman", which is why I call the string_lower() function when appropriate.

So there you have it: a brief tutorial on how to get Game Maker updating Twitter.

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Wednesday, May 20, 2009

 

Dave Edery's Networking Tips

Dave Edery has a short but substantive post on his blog with some networking tips. I agree with all of them. Here's the high-level, though you should visit his blog to see the detailed descriptions:
  • Recognize that there is more to people than their business cards.
  • Resist the temptation to punt “less important” people when someone “more important” walks by. 
  • Don’t waste time maintaining relationships with people who don’t deserve your time or friendship.
  • Don’t forget the magic of reciprocity.
  • Perhaps most importantly: don’t expect other people to be good about staying in touch.\
Again, go check out his blog for the details!

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Sunday, May 10, 2009

 

Speaking at LOGIN in Seattle, 5/12

I’m giving a talk at LOGIN in Seattle this week, called It’s 10pm: Do You Know Where Your Players Are?
In 2008, Orbus Gameworks carried out a study for IGN Entertainment where they investigated the metrics that IGN has collected on player behavior over hundreds of thousands of player hours in games such as Command & Conquer 3: Tiberium Wars and Unreal Tournament 3. This talk will cover some of their more interesting findings, and also go over best practices for gameplay metrics collection.
It’s Tuesday morning at 10:30am. Come heckle!

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Saturday, May 09, 2009

 

Looks Like It Works

Readers of my previous post on Daniel Benmergui's patronage experiment might be interested to know that someone donated the $1000 to customize their own ending to Daniel Benmergui's I Wish I Were the Moon or Today I Die.

This is very, very cool.

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Wednesday, May 06, 2009

 

An Example of Indie Game Patronage

A while back I wrote a massive post offering my thoughts on patronage models for video game development. I noticed this morning that Daniel Benmergui's new game, Today I Die, comes with a notice:
This game is ad-free thanks to an unusual individual.
I emailed Daniel to ask if this was a patronage situation, and he said yes, so I pressed a little further.

It seems like this is the timeline: Daniel emailed an early build of the game out to some of his trusted associates. I was on this list, and I remember playing and loving the game, and I also distinctly remember that Daniel was looking for advertisers to support the game.

Apparently one of these people liked the game and made Daniel an offer to support the game. "He wanted to see the game ad-free in a clean website," said Daniel in an email to me. There were no other demands beyond that. The patron did offer some creative input, but he didn't demand final say on anything. And to be fair, everyone seeing the early builds of the game had creative input; Daniel specifically asked us to critique and contribute.

"I shared the betas and alphas of the game with a sizable chunk of people," he says. "This is another reason why I believe it's a good idea to share your early work with people you trust... things get moving even before you release a game."

This is an interesting precedent for a patronage model of game development, although Daniel himself isn't sure it's a repeatable occurance.

Which brings me to the next bit of interesting news: Daniel is pursuing a variable patronage model for his next game. This is the kind of stuff I examined in the "Patronage and the Internet" section of my article on patronage, and is very reminiscent of 20x200.

If you haven't heard of it, 20x200 is a website that showcases the work of visual artists. They have prints available of the art, in different stages:
  • an 8"x10" print for $20, in a limited edition of 200
  • a 17"x22" print for $200, in a limited edition of 20
  • a 30"x40" print for $2000, in a limited edition of 2
This creates scarcity, which encourages patronage. As a patron, you want a unique work of art to call your own: knowing that you own one of only two prints in the world of a particular piece is a great motivator for dropping $2k on a work of art.

Daniel is doing something very similar on his site, combining it with the model we see at Wolfgang Baur's Open Design. He is offering Moon Stories Pack for free (a collection of all his free games plus some extra goodies), and is asking for a donation to support the creation of his next game. Depending on how much you donate, you get to put your stamp on his next game in a unique way:
  • Donations up to $26: congratulations, you've helped Daniel out!
  • $27-$74: you get your name in the credits along with a link of your choice. There are 19 of these available.
  • $75-496: you get a portrait of yourself (or whoever) in the style of the Moon Stories games. Nine available.
  • $497-$994: he'll make you a custom version of one of his games, modeling the characters after anyone you choose (a great romantic gift, I might add). He will make only two of these.
  • $995+: you get a version of Moon or Today with an ending customized for you. There is only one of these available. [Edit: someone snagged it!]
I think this is a fascinating experiment, and I hope he publishes a post mortem of how it goes. I would love to know if anyone donates in the upper range for any of the custom work!

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Monday, April 20, 2009

 

Writing a Resume for a Game Company

Whenever I get a resume from a student looking for an internship, I end up giving them an impromptu resume critique. I give the same advice over and over, so I decided to just write it up here. Next time I get a resume from someone I will just send them a link to this article.

Forget What You've Been Told

I know you've probably read your college career center guidelines on writing resumes. Understand this: college career centers are designed to get you a job at a giant faceless company doing something like, I dunno, paper distribution or enterprise databases. These career centers generally know nothing about getting you a job in the game industry. Most game companies are small. Almost all game companies have fewer than 1,000 employees. In fact, most game companies employ fewer than 200 people, and many game companies are in the 30 to 100 person range.

Your college career center tells you to include a clear objective at the top. All of your contact information. Your complete employment history. Your education with relevant coursework. Honors and awards. Activities and special interests.

Your college career center is giving you mostly bad advice.

So throw that out the window. Pretend you never learned any of that stuff.

What a Resume is For

Remember this: the purpose of a resume is to get you an interview. That's it. That's all it's for. I don't care what is on your resume, if it intrigues me enough for me to want to set up a phone call or an on-site interview, your resume did its job.

Length, and Use of Space

Your resume should not be longer than one page, for a couple of reasons:
  • Many game companies get scores of applications for internships and jobs. Imagine being the person screening all those applications. Brevity will be appreciated.
  • If you are a college student, you have not done enough interesting stuff to merit a resume that is more than one page long. Once you've been in the industry for twenty years -- yeah, you've earned it. Go wild and make it two pages!
Because you're keeping it to one page, you have to view the resume as a game of limited resources, where the resource in question is space. When I'm reviewing a resume, I often look at it in terms of number of lines of text taken up by something.

I see resumes all the time with entries like this:
Work Experience

Yoyodyne Corporation, Boston, MA Summer 2008. Intern under John Smith and Jane Doe. Fixed computers, diagnosed network problems, maintained IT ticketing sytem.

Extracurricular

Baseball, Winter 2002 - Present. Awesome University: varsity team member. Hometown High School: team captain, led team to fifth place in regional championships.
This resume dedicates the same number of lines to baseball as job experience. What you are telling me is that your experience playing baseball is every bit as relevant as your experience working in IT. This is not a very good way to position yourself on a resume.

Here's a much improved example:
Work Experience

Yoyodyne Corporation, Boston, MA Summer 2008. Diagnosed computer problems in both hardware and software, assisted in data recovery, placed purchase orders for office computers, adminstered a network of 200 computers including 
routers/switches/hubs, maintained our RT ticketing sytem, trained new IT interns on proper use of RT.

Extracurricular

College and High School Baseball, Winter 2002 - Present.
It's the same number of lines as our previous example, but now you've managed to tell me more about your relevant work experience and reduced the baseball stuff to the only part that could be possibly relevant: you play baseball. I get it. (Also note that I got rid of the names of people you worked with. If I want to know who you worked with, I'll ask.)

Formatting

I had a conversation with Jeff Ward about formatting. He thinks you should put your work experience in bullet point format, because it's more readable that way. I happen to like a comma-separated list, because I like the information density. I think formatting on that level just comes down to the particular person reading the resume, so I wouldn't sweat it.

I will say this: keep your resume clean, make good use of negative space, put your name in pretty big font, and cram all your contact information into the top inch of your resume. The reason for the last one is I often see resumes where the contact information takes up literally half the vertical space on the page. Again, it comes down to what's important enough to use that space.

Here's a quick example I just threw together of how the header might be laid out in my resume. Note that my name is big, and right below it is a short summary of why you might care about me. To the right of that information is my fake contact info, and to the right of that is my personal avatar to give you something to remember me by. Note that I built this in five minutes with Scribus, I did not pay any attention to alignment or font or sizes or whatever -- this is merely to show you a general layout of elements on a page:

If you don't want to use a package like Scribus to lay out your resume, you can use tables in Microsoft Word to the same effect -- setting the tables to "invisible" will get you the same effect of stacking text in columns.

Stay Relevant

For the love of all things holy, recall that you are applying for a job in game development. I do not care that you were a sandwich artist at Subway. I do not care that you were a waiter. 

The stuff you include doesn't have to be game development per se, it just has to be relevant. I might care that you worked part time for your dad's accounting firm, but only if you include specifically that you know a lot about Microsoft Excel from that experience. If you worked as an artist on an animated film, okay, now you're in the realm of complete relevancy, even though that isn't a game job per se.

And if you don't have enough experience and can't really fill all the space in your resume... maybe you should be spending your time doing things relevant to game development. Work on a game in your spare time, for example. That's way more helpful than anything you'll do for a random summer job.

Also, if you are in college, I don't care about what you did in high school, unless it is very very specifically game related. So if you made some games in high school, let me know about those. If you ran a game review website in high school, by all means tell me. But I don't care about other stuff. Your SAT scores? Useless to me. Student activities? Useless. Even your AP courses are useless -- if you're applying for a programming job, AP Computer Science is irrelevant because I would hope you've taken higher level computer science courses in college.

Include a Projects Section

Game developers don't care about your credentials. Where you graduated from, what classes you took, that only matters a tiny bit. What we care about is what you have done. So please include a section for projects you've done. This includes games or mods you've made on the side, as well as non-trivial school projects (final projects for classes and the like).

I looked at a resume today that said the following: 
Projects:
(Name of Game 1): A side-scroller game built using XNA 2.0
(Name of Game 2): A platform game built using XNA 3.0
That nice, and I'm really glad you're letting me know you've built games in XNA. But could you be more descriptive? Maybe tell me some of the stuff you implemented for those games? Better yet, just include a URL to a web site where I can download the game, or see its source code, or even just view a video of some of the gameplay. That would all be excellent.

Speaking of which...

Link Me to Your Website

You should have a website with lots of interesting, relevant stuff on it. And then include the link in your resume. You can read more about this in my article about what your website should contain.

I am Not a Moron

It's true. I'm not an idiot. So I can tell when you're padding. Stop doing it, it makes you look like a desparate liar.

I Have Friends

Also true. If you claim to have worked at a game company, you'd better damn well have worked at that game company. Because I know people who work there, and I will call them and ask them about you. And if they say they never worked with you... woe betide, my friend. Woe betide. (And yes, this has happened before.)

Do Your Research

Look up information about the company you're applying to. In the case of a small company like mine, look up information about me. About once a month I get a resume from a 3D artist looking for a position at a game company. I write them back to let them know that if they'd read our company's website, they'd know that we essentially make database software for game developers and as such have no possible need for 3D artists.

This is a two-way street: if you research my company and send me a resume that's chock full of all the database development work you did in college, I am almost guaranteed to get in touch with you.

There Are Always Exceptions

Be clever and think for yourself -- my advice may not be right for you. For example, I said that I don't care about stuff you did in high school. But if you look me up you'll find out that I am really interested in hardware hacking. So if you did some robotics stuff in high school, you should throw it on the resume you send me, because I'll probably find that interesting. That's just smart. (But don't include it on resumes you send to other people.)

Also, if you have made like a dozen games, and worked four different game development internships, and have done a ton of other relevant stuff, your resume doesn't have to be one page long. It can be two pages long. But that's only once you've cut everything that is not specifically game-related.

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Friday, April 17, 2009

 

GDX 2009: Jason Rohrer's GAME and Other Four-Letter Words

Here are my raw session notes for Jason Rohrer's GDX talk, GAME and Other Four Letter Words. This is my best attempt at a transcription of what he said. Any mistakes or misinterpretations are mine and mine alone. My comments are in square brackets.

--

This talk starts off from a place a lot of my other talks launch off of: an acknowledgment that we need to look in the mirror and understand that games exist in kind of a cultural ghetto, a line in the sand. Above the line you have established media (novels, film, theater, painting, rock and roll). Down below we have stuff like Shadow of the Colossus, Legend of Zelda, Metal Gear Solid. We talk about these three games in particular a lot, but it's hard to take those games and compare them to Nabokov's Lolita. Part of this is an external image problem. You get guys like Ebert: games will never be art. A lot of people dismiss him as a crusty old luddite, people say they're waiting for that generation to die. But partly it's an internal problem: even as designers we need to realize we haven't been doing stuff that will get us across that line.

I've spoken about how we might try to design games with expressive values that can make games more culturally relevant, but this talk isn't about that at all. This talk goes back further and examines the problem itself in more detail. These thoughts are structured into two analogies, ridiculous analogies. I brought up one of these with my friend Frank Lantz, who said: "That analogy is shallow, misleading, and banal."

Analogy 1

First observation: in our culture as gamers and reviewers and developers, the value of a game is often measured by the number of hours of gameplay a game provides. IGN, for example, has a lasting appeal category in their ratings, but it often just means how many hours it takes to complete the game. Short games are sort of worthless to us -- Katamari Damacy, which is an amazing game, debuted in the U.S. for $20 because it's maybe at most a 10-hour game. Braid is like a 5-hour game, and it was priced at the top price point on XBLA at $15 and people complained like crazy that they were paying $3/hr for a game! Despite the fact that Braid stands as one of the most artistically important games of the last decade. But people are complaining about spending $15 on something like that. So what do we want from games? I think Braid got a bad lasting appeal score on IGN. Yet we're going to talk about Braid for years.

Maybe people are seeking escapism. The more hours of my miserable life I can kill away, the better a game is. But think about this: is 30 hours a good thing? Or even 10 hours? That's a long time to spend with a work. In what other medium is value so tied to total duration? Most mediums value conciseness instead. In movies, a director is heckled for making a 3+ hour movie for being self-indulgent. The shorter film is just considered tightly-crafted. The only thing that compares to video games for length is a book. But a 30-hour book would be like 900 pages long which is still considered self-indulgent. Even in the world of books conciseness is valued.

Second observation: we value games by which are most addicting. Even as a designer we ask if a design can keep you coming back for more. A game like Fable isn't addicting in the same way as Desktop Tower Defense. Fable's a long story you want to see unfold. DTD is 5 or 10 minutes, and then you want to play again, and you might spend even more than 30 hours with it. It's a big compliment to call a game addicting. That leads us to the next observation.

Third observation: parents fear games. The Immersion Projct by Robbie Cooper of the New York Times. This guy took a camera and hid it beneath a TV and got pictures of people's "game faces." The glassy-eyed stare scares parents. This is trashy sensationalist journalism to underscore every parent's worst nightmare. Some of this stuff has to do with the addicting and timekilling properties. One of my cousins, when he was 12, he was playing Runescape for $5 a month. He was absolutely hooked on this thing, and his parents would always talk to me about this: is his life going to amount to anything? He'd always want to show me stuff he'd done in Runescape. From his parent's point of view, they screwed up and his life is over. There's this creeping sense that games are bad for kids. Think about how gov't keeps flirting with age restrictions on game sales, etc. Once we get out from under our parent's careful eye, watch out!

Fourth observation: we all play way too many video games when we go to college. When I was in college we played Quake and had a T1, unique IP addresses, back in the utopian glory days of being on the internet for real. We could connect in a deathmatch on the network at school, run through the halls, start a Quake game. Taunting each other, chest puffing, etc. We played many late night marathons, and then my roommate, who was valedictorian of his high school class, got so into playing video games late at night he got such bad grades he was kicked out of Cornell. I have another friend who was kicked out of two different grad schools because of his obsession with Everquest. And it's probably a preexisting problem being channeled into video games, but still.

Fifth observation: an overdose can kill you. "Korean drops dead after 50-hour gaming marathon."

Analogy 2

First observation: there are these places out in the world where you can walk in to the establishment and play the video game for $0.25. Normal people don't usually go into those places.

Second observation: if you want to buy a video game, there are special stores you go to and you feel a little weird and it smells funny. Normal people don't go into the store.

Third observation: video games appeal to teenage boys. That's the main marketing demographic, their girlfriends don't understand the continued fascination. But they still appeal to these 30-something-year-old married men. If you go on flickr and search for "gamer dad" or something, you see so many pictures of a dad with a baby while he's playing a video game. Their wives don't understand this either.

Fourth observation: games are the center of a censorship debate that has been going on for a long time.

Fifth observation: come back to that Ebert guy. You know what he used to do? He wrote a review of the Cosmology of Kyoto. He liked it a whole lot. Ebert no longer reviews video games.

Sixth observation: our attempts to be serious with throwing in acting, we know the acting is really terrible.

Seventh observation: The games that try to have a serious streak put in a cutscene that interrupts the action. We try to fast forward to get to the good part.

Eigth observation: designers and players are really obsessed with the money shot. Check out the head shot, etc.



Not a lot of game designers consciously think in terms of these analogies. There are advancements being made in the indie/art scene, a lot of these games think about how to get rid of cutscenes, use game mechanics to express unique things, and they've made a lot of progress. They personally detest addiction as a goal, don't pander to teenage boys, no money shots. Most of these games take between 5 minutes and 20 minutes, you play them once or twice, you think about them, it changes your life in a little way, and you move on. It's not about consuming 30 hours of your life. In a sense they're anti-games in the mainstream sense. NPR is starting to pick up these games as something to cover seriously. Seems like a good approach to start inching our way over that line.

But this approach raises some really interesting questions. It seems like we hate our own medium: I want to do something that doesn't even feel like a game anymore. Are we throwing away something unique there, the baby out with the bathwater? For example there's a really fine line between something addicting and something compelling. Frank Lantz said at GDC that games are not media to be consumed and finished, they're cultural objects some of which have been with us for thousands of years. Think of board games: have you played X, no I haven't, or yes I've played it ten times and I'll play it again. Games are cultural objects that often demand a lifetime of study for full appreciation. Think of old guys in the park playing chess, the dude who just stands and looks at the baord watching people play, studying the moves. It's just as interesting to watch as it is to play, and they appreciate chess on a deep level. You only read a novel or see a movie maybe 5 times even if it's your favorite game ever, but I've played chess a dozen times and I don't even really like it! You get something like MGS4 with cinematic technique that's trying to hop over the line and land in the area of movies, but we need to look at what sets us apart. Things like chess that contain an infinite intrigue, standing with your toes at the edge of the abyss peering down into a deep space. At the heart of our medium that's what games are about. They are inherently obsession-inducing artifacts, maybe that will prevent us from ever being in that club. Maybe our legitimacy quest is misguided in the first place and we'll come full circle. Maybe it's not even a medium but a cultural phenomenon. So it's exciting to think aboutu what the future of games may hold.

Q: You're bringing up the same questions we're raising in our classes here (I'm a professor here). It's interesting that we haven't looked at the transformative properties of games or edifying value.

A: It's similar to what's going on with those indie games. If you play Braid and think it all through, you're going to have an experience that will blow your mind. I came out of Braid thinking about the world in a different way, it's been a year since I played it and I think about it almost every day. Most of these games leave you with questions: is marriage really like that? Was that game really right? A lot of people have played Marriage and thought about their own relationship differently, so it's possible to use games for an uplifing purpose. When we talk about timeless works in other media, that's what these games are doing. Whatever it is that Sgt Pepper's does when you hit A Day in the Life, we need to figure out how to make games do something like that. Each medium does it in a different way -- instrumental music is so much more abstract than a book or a movie. More abstract than a Pollock painting but we don't thinka bout it that way because we're so used to it. But all these media engender the same transforamtive experience. So there are people who say that games are so different they're going to do something totally different, but I disagree, I think there's so much diversity in those that we just need to figure out how to get games to punch you in the heart in the right way.

Q: What determines legitimacy?

A: A lot of people say we're waiting for the old guard gatekeepers like Ebert standing on the line so we need to wait for them to die. But it doesn't really matter what these people think, we need to come face to face with it ourselves. Chris Hecker says we're constantly writing checks we can't cash, making promises to people about our works and then on inspection we don't provide that. Lolita's not riddled with typos, Guernica was not half-finished due to budget constraints. Games are reaching so far into technology, we don't even have the craft down pat yet. We need to tackle this internally.

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Thursday, April 16, 2009

 

GDX 2009, Ian Bogost, Bone of My Bones and Flesh of My Flesh: The Genesis of Ms Pac-Man

Here are my raw session notes for Ian Bogost's GDX talk, Bone of My Bones and Flesh of My Flesh: The Genesis of Ms Pac-Man. This is my best attempt at a transcription of what he said. Any mistakes or misinterpretations are mine and mine alone. My comments are in square brackets.

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Platform studies: looking at the hardware systems that underlie software systems and how the hardware influences creativity. Been thinking about this era of '77-'82 in general, and Ms Pac Man is a game I have been interested in for many years now and after my recent book came out I have time to focus on it now.

What i'm going to do is tell you a little about the game and how it came to be, some of this will be old hat, but there are some new observations I'd like to cover in the course of collecting old research before it gets lost to history. After I talk about the machine and the game I'm going to do some crazy shit.

This is Ms Pac Man, popular arcade game from 81-82, similar to Pac Man from 1980. Pac Man is a game whose popularity literally launched a hysteria (one might even say a fever) when it came out. If you approach this as a player might approach a cabinet, and it would be tempting to think that Ms Pac Man is sequel or followup to the immense success of the other. But it's not exactly true.

It's commonly said Ms Pac Man is a mod. But mod is an unfair characterization to apply to Ms Pac Man. It would be like calling CounterStrike a mod -- it came out of one game, but it's so different from what modding means today that it would be dangerous to call it that.

In order to understand how MPM came about we need to look at two factors: coin op platforms and arcade enhancement kits.

COIN OP

By 1980 there were several home game consoles: Atari VCS, Intellivision, Fairchild Channel F. These platforms were created to let the player buy one piece of hardware and play many different games on that hardware. This would exert constraint on the person making the game because they'd have to take into account the system's design. I'm mentioning this to highlight that way before Pac Man people were thinking about consoles.

Coin ops were one-off design affairs. Machines that played one game. It's a big piece of wood, metal, chips that played one game. But it's not exactly right. Platform thinking in the coinop world began very early on. Pong was a game that was all TTL logic, no microcontrollers. Coin op is a very easy way to launder money, so they were subjected to regulations. Ownership regulations around businesses like arcades, so Nolan Bushnell decided he would spawn a fake competitor to Atari called Key Games (Nolan was on the board). They kicked over their best programmer who took the knowledge of what he did at Atari and made games at Key. Tank, which is like Combat on the Atari 2600, is in some ways from the TTL logic standpoint, similar to Pong. Bouncing balls and stuff.

So there was still reusable design thinking going on.

If you look at the design of a machine like pac Man it's worth digging into its guts. Not just what's inside but how it was built on other designs. Worth noting: Z80 chip, 16k ROM (huge ROM compared to Atari carts), 2K RAM, 16 colors paletized, and 8 16x16 sprites. From a visual perspective, the way the ROM and RAM was divided was RAM was just video memory, what we would call a tile map but they called characters. 244x228, 28x36 tile grid of 8 pixel tiles. It's remarkable how the visual design hides how much of a grid the game really is. Already there was reuse of the hardware. 

Pac Man and Rally X are the same game in certain ways. They are both mazes, but they also use the exact same hardware architecture. What it suggests is the idea that there's a porous underlying system that changes in small ways from machine to machine. In a somewhat ad hoc way, coin op boards were inching towards a platform (eventually we got straight up standardized coin ops like the Neo Geo).

ENHANCEMENT KITS

A coinop game is a weird object. It's a major investment, not just for the dev who makes the game, software, hardware, etc. You don't sell the game to consumers, you sell it to operators. It costs thousands of dollars to buy one of these. But more importantly, they are huge and take up a lot of space. You can only have so many of them in your arcade, hard to haul out the failed games and replace.

One way to address this problem was through enhancement kits. They would attach to an arcade machine and give it some slightly new behavior, sometimes changes to graphics or game logic. Sometimes small changes like an update the scoring system.

Asteriods enhancement kits could extend the number of digits in the scores and save the scores after powering it down. In the original Asteroids, high scores were huge, so this feature refreshed Asteriods significantly without doing a lot of changes. The enhancement kits were simple to install, just yank out a chip, plug in the enchancement board.

Pac Man Plus from 1981 speeds up the play of Pac Man and changes the maze color. In addition the fruit and bonuses are changed, etc. You'd also get a new marquee for your cabinet. Cheap easy way to renew your existing game.

This would have been really useful if you only had a few machines in a bowling alley or tavern.

My favorite enhancement kit is for Dragon's Lair called Super Don Quixote!

This leads back to Ms Pac Man. There were students at MIT who started messing around with coinop boards. They messed around with their own enhancement board, started a company General Computing Corporation to sell enhancement boards for existing games. What's interesting about the boards is that they're meant to physically draw in new players (new attract mode and sounds, etc). Companies used to publish the circuit boards for repair but that made them too easy to hack so they stopped doing it. By this time the games were running largely in software. The hackers would reverse engineer everything. The MIT guys would use microprocessor emulation systems to do tests and figure out how the existing code worked, and find a minimalist way to change the code.

Maybe they'd change 5%-10% of the code itself. There were a few ways to distribute the kits. One is to distribute ROMs, but people could copy the ROMs. There were interesting questions about selling a 10% modification on 90% code other people wrote, apparanltly it was legal. GCC did a lot of hardware extensions to the Atari consoles eventually and even designed the 7800.

Pac Man was a good target for enhancements. There was a game called Crazy Otto, sometimes called Pac Man With Legs, looked basically just like Ms Pac Man with a different protagonist. 

For major gameplay changes: four different mazes in four different colors. A feeling of progress. Different, more random monster behaviors (Pac Man had deterministic monsters so you could memorize a way to beat each level). Bonus objects such as fruits moved around the screen. And then narrative intermissions. Otto had Anna chasing him around on the screen. Crazy Otto was entirely Ms Pac Man.

Pac Man had 16K of ROM split into four ROMs of 4K each, ROM A B C D. The Auxilary Board would modify some base code, rom D was removed, a ROM E was added, a ROM F, and then 40 8-byte patches were added so if you hit a place in memory, it would do a jump to new code, and then jump back. So GCC went to Midway who distributed Pac Man. Midway was mad at Namco since Namco was not moving on making a sequel.

10/9/81: GCC shows Otto to Midway, almost entirely done at that point.
10/29/81: GCC signed contract, added Midway logo.
11/81: Midway calls GCC, and they settle on female pac man
Nov-Dec 81: Going back and forth to finish things up. Final title was established at this point. Initial title suggested: Miss Pac-Man. Then, Pac-Woman. Then Mrs. Pac-Man, because there's concern over baby pac man in the intermissions. Eventually they settled on Ms. Pac Man.
01/82: Deliver the final code to Midway.

I promised you weird shit, though. The title of my talk is the genesis of Ms Pac-Man. Two weird things.

One is the notion of the genesis of the machine, the other is the concept of Ms.

When I say "genesis" I mean it, Biblically, the creation of man and woman.

Gen 1:26, let us make man in our image. Man in the image of God, man and woman in the image of God. There's a lot of discourse about the language in hebrew Genesis. The word Selem "image" can refer to form or ideal, or idols false idols. Comes from the root of carving. Another word meaning more "likeness" or "appearance". Makes man according to ideal of God and God's appearance. Mankind is a representation of a higher form, and that likeness suggests that man appears like god as well.

Gen 2:21-3, man's ribs used to create woman. Man: "This now at least is the bone of my bones, and flesh of my flesh." Hebrew word Selam: means rib, but can also mean a side, a plank, a BOARD.  Yet simialr to the word for ideal or idol, this board.

This is demonstrating an equivalency of origin, woman and man are instances of mankind.

I'm using the analogy because it helps us create a metaphor for how Pac Man and Ms Pac Man are related. One can say without hyperbole that Ms Pac Man was created from the rib/board of Pac Man, but almost reversed: a chip removed, a daughterboard added. They are two instances of common underlying hardware structure. The "god" is the platform, the abstraction of the integrated circuits that makes this possible.

The second thing that fascinates me is where the Ms. came from. In the interstitials you see Act 1: PM and PW are being chased, the ghosts bump together, the two are joined. In act 2, both are chasing each other. In act 3, they are together at the bottom of the screen and a stork drops off baby. Common conflict, love affair, creation of child. But if you look at how Pac Man was advertised, Ms. Pac-Man was a vampy femme fatale! On the cabinet itself she's got her legs all up. How do we reconcile this?

It's in the concept of "MS." Mrs and Miss are abbrevations from the 18th century "mistress". We don't use it anymore but it used to just mean the female form of Mister. It was neutral like Mr. In 1950s, we see it reappear as a convenience for writing business letters. By the 1960s it was used as a title of a woman who did not belong to a man (women's liberation). By the 1970s it took off and it became Gloria Steinem's magazine. By the 1980s, Ms. was a standard cultural practice to refer to a woman without refering her marital status.

Ms as a concept introduces ambiguity: decouples a woman's professional life from her personal. A lot of the ambiguity is performed in the game. We have the vampy seductress in the marketing, but she's the wife and the mother in the game movies. And then in game, she's a working girl who just does what Pac-Man does, but better (it's a harder game). For another part she's a traditionalist, family woman, a mother. These world are mechanically separately in the game between the gameplay and the movie: the challenges of work itself bring the two together, the common struggle around the work brings her together with her family.

Another ambiguity is the circumstance around which the Ms Pac Man name was created. Was this iteratively arrived at in the halls of Midway?

Ms. Pac Man is not only a game with a particular game, but is a game that is performing this notion of "Ms." if you look at the way that it's a pop cultural icon, she's still capable of performing these roles.

To finish up, tehre are two major cultural revelations thorugh Ms Pac Man: it shows us two takes on a common platform in which each take sheds a different light on the underlying hardware. In some weird way this is how the God of Genesis described how man and woman mirror equally the likeness of God. Similarly games that are built upon the same form invite us to envision each of them individually but also the common machinic form.

It's also the apotheosis of the feminist video game, through and through. It's a woman who triumphs over a man by playing his game better than he ever could, captivates by being more challenging, manages to balance the many sides of being female.

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GDX 2009: Ian Schreiber, Duchamp, Pollock, Rohrer: Games as the Next Avant-Garde

Here are my raw session notes for Ian Schreiber's GDX talk, Duchamp, Pollock, Rohrer: Games as the Next Avant-Garde. This is my best attempt at a transcription of what he said. Any mistakes or misinterpretations are mine and mine alone. My comments are in square brackets.

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Hi everyone. I'm a pro game designer who knows just enough about art history to be dangerous. This talk is about why art history knowledge is important for devs.

Can games be art? Very few people bring art history into this discussion. Many of our questions were resolved hundreds of years ago.

What I want you to take away from this is a new way of looking at games and game design from ana rtistic perspective.

I'm going to start with an example from Koster's "A Theory of Fun". Around turn of the 20th century, up until that point painters were trying to paint things realistically. Then the camera was invented at which point painters asked themselves: what do we do now? Impressionism was one reaction to that. Impressionism depicts repetition with variation (music and visual art). Impressionism suggested that there is an unknowable, that there are things you can't see and you have to observe the negative space around things to understand them.

In his book, Koster asks if you can make an impressionist game, where the formal systems focus on negative space, where the rules have repetition with variation. Yes you can: it's called minesweeper! Up until the camera, painting was thought of as a way of depicting the world or something real, your painting was a representation of something real. It was a matter of time before people started thinking about art that is its own object, non-representational, not a reflection, nothing to do with reality.

Let's think about this in terms of games and game design. Most designers are thinking of their games as mechanics simulating reality. Some entire genres are "sims" -- it's about representing reality or a fictional reality. No one would say that Da Vinci was a great simulationist painter. But simulation is so embedded in games even things that aren't sims are sims: football and chess are abstract simulations of war. Some game designers will research reality and document those systems from reality in their game (Civilization).

The point is we're stuck thinking of games as simulations. Painters are capable of making completely abstract art. Can you make a game where the systems and mechanics are not representing anything? What would a game look like where you make the rules to just create systems you think are beautiful?

Pollock was famous for flinging and dripping paint instead of using brush strokes. His art is about something: it tells the story of its own creation. If you look at the canvas you can tell how he made it: what came last, first, whether it was dripped or flung. His paintings are self-documenting, you don't need an artist's statement to tell you how he made it.

As far as I know there's no game like this. Supposr you had a game where you could tel by playing it how it was designed? [What about Robin's Wario Ware as design lesson?]

I'd like to take a step away and talk about game reviews and criticism. There was a critic in the 30s and 40s named Clement Greenberg who told people what was good or bad modern art. This was needed, the public didn't know how to judge these things. Greenberg says that good paintings should provide the same experience for every viewer. Around the '50s, modern->postmodern shift, Harold? Rosenberg disagreed with Greenburg. Art should be interactive, not passive, that it can have multiple interpretations and that's okay. Lastly, he said it shouldn't just give an aesthetic experience, it should carry meaning as well.

Now we have games that a lot of people are calling art (picture of Gravitation on the screen), but not a lot of game art criticism. Our reviewers are Greenberg-esque, judging games on formal elements, if it's fun for the reviewer it'll be fun for the player. Problem is games are interactive, everyone has a different experience, that experience carries highly personal meaning. In short, games are a postmodern artform. At the same time we review them as if they're modern art. Ask yourself, if you write reviews, what would postmodern game crit look like? If we accept games as varied experience, how do we review and critique that? Maybe some of Rosenberg's points can help.

In 2005, Ebert said that games were not art and could not be art. Art requires authorship, games abdicate authorship to player, and so they're not art. To Greenberg art was about the artist and not the audience, so Ebert's argument was about 70 yrs old. Many game devs responded, the most quoted was from Clint Hocking, who made Rosenberg's rebuttal. Nobody called Ebert/Hocking on the fact that they were reconstructing an argument that had already been resolved in the 50s. [Really? RESOLVED?]

The argument over what is or isn't art is much older than Greenberg/Rosenburg. We can look back in 1917 at Duchamp. He created "Fountain", which is a urinal. He said that even though he didn't make it, he removed it from context, signed it, named it, therefore it's art. His contemporaries disagreed, others agreed. The art world had to figure out whether Duchamp was an artist: they decided, yes, he was. As far as artists and art historians are concerned, games are art.

Game devs think that fine artists have it in for them, but that's actually not true. I did a literature search in contemporary art criticism journals, found that there were a lot of articles that framed games as an artistic medium. They didn't even bother making the case for it, it was assumed as true! Found one article going back to 1995. Games have been on art crit radar for a while. Could not find an art critic who declared games to not be art. It's in the heads of game developers. We should invite more art critics to our game design parties, eh.

I'd like to call out a few of my favorite artists and examine what their games might look like.

Salvador Dali and surrealism. Surrealism was a rejection of the rationalist movement. The world is not entirely rational or explainable, there are some thing we can never really know. If you listen carefully to my description of rationalism, it describes games: games have immutable absolute rules. It's possible for players to understand and predict all the rules completely, and sometimes it's necessary. Can you have a surrealist game where the rules cannot be understood by the players? Not absolute rules hidden by code, but a game with undefined or random in ways not described by the original designer. Surrealists used a bunch of game-like activities. Exquisite corpse: you draw a line on paper, someone else draws a line, round robin until you have a drawing. This isn't technically a game, there's no goal or end condition, more of a collaborative activity, but the  basic mecfhanincs of this we've seen in games before (collaborative storytelling games).

Rule system of collaborative storytelling games or exquisite corpse ar not systemically surrealist, though.

Pop art and Andy Warhol. Warhol decided to exploit the broken pop culture system, calling attention to the problem of mass media. His work resonated so well with our mass culture, it became a part of it even though it mocked it. Here we have an artist telling us how stupid we're being. What if a game developer did this? Can you make a game that celebrates the stupidity of games? That points out the stupid things endemic to that genre? Not by making fun of them but by epitomizing them. 

Joseph (Boyes?) wanted to heal socity and offer spiritual guidance through his art. This is an interesting idea for game developers to explore. Can you make a game that offers spiritual guidance to its players? Well, yes, Ultima IV, over 20 years ago did this. What have we done SINCE then? What game has done as much for morality since then? 

Nother artist, Cheri Levine ? who appropriates other people's art. Richard Prince also known for appropriation (magazine ads out of context). Can you express an original idea using materials that are not original? Can you use other people's work to express your own creative thoughts? Could you make a completely new game using the tileset and mechanics of an older game? ROM CHECK FAIL is an example. Could there be others? [Anna Anthropy covers a lot of this]

Richard Cera ? makes large sculptures from bold steel, make you feel helpless and afraid just from their scale. Makes you feel insignificant. People have petitioned to have his sculptures destroyed. Can a game do this? Shadow of the Colossus? Not so much, because Shadow is a David and Goliath story -- you feel insignificant at first, but you eventually do it. [I would say Dwarf Fortress, Adventure mode especially] This is the opposite of most games, acting against the power fantasy.

The last thing I'd like to talk about is making money. Making money is part of the artistic process. Large scale projects [like the Christos] require millions of dollars of financing. How would you get people to give you money to build huge art projects? Artists make drawings, blueprints, scale models, photographs, etc. Basically design documents for these projects. Then they sell the prototypes and use that money to finance the building of the actual project. How much can you sell your game design documents for? How much would you pay to source code for early prototypes? Or models that didn't make it into the game? What if instead of selling it after the fact, what if you sell it during production to finance the rest of the project? [Mount and Blade did this.] How would that change the face of game development?

These large scale things often need government approval, and the Christos have to convince politicians often hostile towards artists, yet they often succeed because they involve the public in their work. At a hearing, Christo said, "Like it or not, you are part of this project and this hearing is a part of the artistic process." What would our games be like if positive public image were part of the development process? Invite the media in during development and ask the public to contribute to the process. What if we were not so secretive? Would this help us get more accepted in mass culture and mass media?

What about the patronage model of funding? [I wrote a big article about this.] Instead of selling an indie game for $20 and hope to get 2500 copies sold, what if you sold the game, source and all, to one person for $50k? [Isn't that the dev/pub arrangement a lot, particularly in casual games?]

Artists have struggled with representing the human condition and making transformative works for a lot longer than game devs have. Art history has a lot to teach us. Petri Purho's "4m33s of Uniqueness" was based on John Cage's "4m33s of Silence". The idea is to listen to sounds that you normally don't listen to amplified by the silence. Is it music if someone is not playing notes? In 4m33s of Uniqueness, there are no controls, just starting and stopping the game. But it raises the same questions that Cage's work does. Is it even a game if there's no play? What activities are you doing in 4m33s when you're doing nothing? You're thinking about the game, staring at the screen, alt-tabbing to check your email, whatever. Does this game have meaningful choices? Is one choice whether to start the game in the first place? Do you restart it immediately? Do you write a program to make sure nobody can ever win?

You don't have to copy Cage's ideas, but copy someone else's!

There are not a lot of games out there that are art games, because people don't understand art history. Take Braid for example. The game *looks* impressionistic, but its story is inspired by surrealism [and Calvino], and the game mechanics are neither. The mechanics revolve around solving consistent puzzles with unique knowable solutions, so it's really more rationalist than surrealist! The gameplay is about movement and understanding, so maybe Italian futurism. Braid combines three different art styles in three different ways, there's a disconnect between the art style, the story, and the mechanics from an artistic sense. This probably wasn't intentional. It seems like it was chosen to make the game look like art to someone who doesn't know art history. A true art game would have unified art style across all its elements.

This is great news for everyone in this room. In this room is more collective knowledge of art history than probably all practicing game designers put together [we are at an art school]. Go out there and make some games!

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Q+A

Q: There is a difference between the subject matter of a game and the rules of the game. In surrealism, it's about the subject matter being the rules, so what about Magic the Gathering, where the rules are the subject?

A: Yes, anything where the rules of the game write the rules, that seems surrealist. Is this the only possible surrealist game? In terms of Magic, the games rules are knowable: if you know all the cards you can map out the possibliity space.

Q: How would you critique Super Columbine Massacre RPG? 

A: How do you critique games in general due to the different reactions of people? Some people thought it was brilliant, others hated it. That's an open question.

Q: Are game designers limited by needing to make things accessible to the greater public?

A: No. [basically]

Q: Your critique of games based on these old schools. But impressionism, futurism, surrealism are dead movements. Why look at these for inspiration? They were self-contained at the time they existed, but only via history. There are elements of past schools in later schools. [This was 
Jason Rohrer's question, btw.]

A: The original things that set off these movements may no longer be valid, but impressionists did express specific things in certain ways for specific reasons. I'm not saying don't mix art movements, but I am saying that if you mix things they should be mixed meaningfully. Have a reason to mix these things. [Jason responds: "I think Jon chose those styles for a reason."]

Q: Do you think all games are art, or only some? Where do you draw the line?

A: Open question, you should read the original Greenberg/Rosenberg discussions.

[Okay my hand is falling off, I'm done taking notes!]

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GDX 2009 - Improvisational Performance and Games

Here are my raw session notes for Brian Shurtleff's GDX talk, Improvisational Performance and Games. This is my best attempt at a transcription of what he said. Any mistakes or misinterpretations are mine and mine alone. My comments are in square brackets.

Basic summary: game developers who are interested in narrative should try improv, they'll learn a lot about pacing stories on the fly and making the player look good (among other benefits).

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Improv Games

Small moment to moment goals that are highly unstable

Some types of improv games have goals (guessing games)

Two goals are always common: entraining people and becoming better at improv

One type of game: When an actor says a line, the host/judge will do a signal sometimes and that player has to make things more interesting. One time an actor said "here's my wife, I've had three kids with her", I decided that wasn't interesting so I gave the signal, he wasn't expecting, panicked, said, "I've had four kids with her". That's not interesting, do it again: "I just have birth to demon babies and we ghave to go kill them right now" -- sends us on an epic quest.

Improved skills: think on your feet, creating situations that add rusprises, tension, obstacles, or progress the story. 

Entertain: yeah, it's pretty awesome. (If you're doing the above, you're automatically entertaining.)

People often think improv has to be funny, but it doesn't always have to be that way. There's a trafition of longform improv with serious scense. But the  comedy in improv comes from its randomness and surprises.

The entertain/improvement games are meant as training but are now entertainment in their own right.

Now I'll talk about the rules of improv games. There's a notion called "The Rules of Improv" -- not rules but guidelines. As such they're useful tools for game devs to look at. Note that everyone has a slightly different list.

I think the most foundational rule is: make your partners look good. All other rules are based on this. partners are the other actors in the scene, but for games, maybe just "make your players look good." We're already good at making players look good (Tomb Raider, etc).

Another important rule is the "Yes, and..." rule. Accept a contribution, and then enhance it.

Bad example: scene with two players. A man and a woman. The woman contributes: "I am a giraffe." The man: "That's stupid, you're not a giraffe." Now woman needs to re-assert, or back down. In either case, woman looks dumb, man looks like jackass, whole situation is a narrative dead end. Improvization abandons the notion of competition. Denying a contribution is dominating them, denying them their agency in the scene.

Even when teams do Comedy Sportz, the competition is a metagame. The joke in Whose Line: "The only game show where the points don't matter."

Here's a better example: "I'm a giraffe." "That's interesting, because I hunt giraffes." He accepted, and added tension to enhance it. Tailor the obstacles to the player's contributions.

More rules: don't ask questions. Don't die. Both are part of "Make your partners look good." When you ask a question, you're putting someone on the spot. When you die in a scene, you're dead weight the actors have to carry.

There are improv games that force you to break the rules. There's a game where you talk only in questions, several games where everyone must die.

IMPROV GAMES AS INTERACTIVE NARRATIVE

There's an audience-performer feedback loop in improv, where the audience is given special powers of prompting things in a scene. In this sense, the audience has agency and it makes them a kind of player. Most improv games are multiple people collaborating to tell a story.

Takeaways for game dev: improv helps you make your knowledge of story structure instinctual. In a scene you learn to change pacing on the fly.  Some games teach you to learn the exact right moment to end a scene. Specifically you have to do all this while maintaining the agency of your players.

Too often we think of stories in terms of how movies tell stories, but improv is inherently interactive storytelling (so are some aboriginal storytelling traditions). Being involved in game dev and improv I want to combine them. How do you say "Yes and" in a video game. Base AI on improv actors. But that's far away. What if we use improv performers in games. People are always talking about drama managers -- that's what an improv actor does, but that's basically just a dungeon master, nothing new. Why not handle improv actors to play characters in games [yeah but you record performances offline]. At a recent ren fair, there were lots of games where you throw knives at targets, etc. But there's another game mechanically similar, but you threw tomatoes at a guy in the stocks. This actor was paid to have tomatoes thrown at him and he worked at insulting people, kind of a human attack mode. Funny, clever, vicious, really insulting: a real villain. Why throw at a target when you can throw at a villain.

ARGs have experimented with this. Urban Interactive runs arg-like experiences, I was asked to worke for them. I was a pirate in full attire and asked people to solve piratey riddles. In a sense we paced players through by being a human difficulty adjustment system: providing hints for the stuck, more puzzles for the skilled.

Other types of games: MMORPGs. We had a convo about improv stories in games on the writers sig list. In the Matrix Online, we'd write a script and have live people performing them. The guy playing Morpheus had to say certain things, but could also respond in real time via improv. When a named character directly applies to a tell, it doesn't have to be crazy interesting, it makes you feel special. There was another team at the Shadowbane launch, but it was a very expensive feature whose profitability was hard to prove. 

Problems with improv actors for games:

Post-launch staff of improv actors is expensive. How do you handle art assets, or in the case of AI how do you program it. 

Player-run stories can be good, but improv actors are TRAINED, so player run stories will mostly suck.

You can overcome this with systems to help out players making bad stories. I have no idea how to do this!

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Friday, April 10, 2009

 

Live In Massachusetts? Support House Bill 1794, to End Most Non-Competes

Live in Massachusetts? If so, I urge you to write your local state representative in favor of House Bill 1794 (bill text here, news article here). The gist of the bill is that it's an attempt to make non-compete agreements unenforceable. A non-compete is a clause in your employment contract that says you can't work for a competitor within a certain mile radius for a certain number of years. Jim Charne has an excellent explanation of non-competes, and how they relate to video game developers, in his November 2005 "Famous Last Words" column.

Many try to defend non-competes by saying that they prevent high-level executives from leaving a company, taking a team of people with them, and starting a competitor down the road. But this bill does not affect non-solicitation agreements (so the hypothetical exec could not take staff with her).

In practice, non-competes prevent the movement of talent from company to company, which is a phenomenon conducive to a healthy business environment. One of the main reasons Silicon Valley was the site of the tech boom was that non-competes are essentially unenforceable in California.

I wrote to my state representative, and I urge you to write to yours. You can find your state Senator and Representative here. I've included the text of my letter here. You're welcome to use this letter and modify it as you see fit.

Dear [Representative X / Senator Y]:

I am writing as a concerned constituent in support of House Bill 1794, which if passed will make non-compete agreements unenforceable.

This bill is exactly what the Commonwealth needs. I am a video game developer, and while the greater Boston area is one of the top locations worldwide for video game developers to make games, the growth of local industry is hindered by the fact that non-competes are enforceable in Massachusetts.

When non-competes prevent employees from doing similar work within 100 miles of their previous place of employment for a year (as is very common), these skilled workers are often forced to leave Massachusetts for other areas of the country. Every skilled worker we lose is a blow to our industry.

This effect applies not just to the video game industry -- it applies to all technical fields, particularly in computer software development.

I urge you to support House Bill 1794. In these stark economic times, we have to do everything possible to retain our skilled workers.

Thank you,
[Your Name Here]

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Thursday, April 09, 2009

 

Effective Networking (Don't Be This Guy)



This man, Joel Bauer, is apparently a real person giving real advice to real people (warning, link may cause your brain to explode).

Uh, don't take his advice. Please. He's the kind of person who gives networking a bad name.

Yeah, I have a few networking gimmicks. But your foil-embossed, die-cut, pop-up card? Screw that. (Unless it says something about you. At GDC I met a girl who's a metalsmith and she gave me a metal card that she made herself. THAT IS COOL.)

He does have one good point buried in the bullshit: it's important to let people know, via your business card, what you actually do, as opposed to your often-meaningless title.

But the gimmicks, and the arrogance, and the sense of superiority? People can smell that coming a mile away.

In the video he says that networking is not about being likable, it's about getting results. Ask yourself: would you want to be friends with this guy? Would you want to do business with this guy?

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Introversion Makes Internal Development Docs for Darwinia+ Available

The folks at Introversion are doing an excellent service to the community via their marketing campaign for Darwinia+: they're making available a whole bevy of behind-the-scenes development information.

This includes in-depths looks at code, milestones, actual project emails, playtest reports, and other great stuff. If you want a glimpse at how development is done, this is a good place to start.

Maybe you would conisder thanking them by buying some of their games? Uplink is one of my favorite games ever, and definitely the best game about hacking ever made.

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China GDC? GDC China? Ehh?

There is some crazy shit going on right now in the form of a dispute between China GDC and GDC China. (The latter is run by Think Services, the people who run GDC, the former is run by a different group based in China.)

Think Services sent out a cease-and-desist to some groups with the China GDC logo on their website due to China GDC trading under the GDC name, and now China GDC is accusing Think Services of infringing on their IP.

It's a complex situation, and I have an incomplete understanding of the situation.  Making matters muddier is that it looks like Think Services was partnered with these folks for the first game-developers-conference-in-China (what that was called is also a matter of dispute apparently). Plus this brings in all the legal headaches attendant to any international endeavor: who owns the trademark where, is China GDC operating legally under Chinese law, etc. There's a reason that Think Services sent a C+D to LOGIN, for example: at least LOGIN has to abide by U.S. law! Here are a few other sources:

http://www.edge-online.com/features/legal-scuffle-over-use-“gdc”-0
http://www.gamesindustry.biz/articles/china-gdc-row-takes-new-twist
http://www.gamesindustry.biz/articles/think-services-defends-gdc-action

And here is a really interesting recent press release from CGDC claiming Think Services is infringing on their IP (which they attempt to provide some proof of but I can't really parse it because I can't download the photos in question without some special registration). The press release is dripping with sarcasm. It's kinda crazy.

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Thursday, April 02, 2009

 

Let's Mobilize

If you're an IGDA member, I ask that you read my argument that we need better transparency from the IGDA Board of Directors, and if you agree with me, I ask that you sign my petition to make the search for a new Executive Director (Jason Della Rocca's replacement) transparent to the membership. We currently don't know anything about the search task force or how they are progressing, and neither does the Board, apparently!

I don't really expect the second demand to be met, but I feel like if the membership makes a strong showing on this petition, we can make it clear to the Board and the search task force that we want to know more about what's going on with the IGDA. We should, at the very least, make our voices heard.

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