Tiny Subversions

Saturday, November 26, 2005

 

This Is How I Roll


This Is How I Roll
Originally uploaded by dariusk.
My Katamari shirt finally came in! Word.

 

Boston as a Hub for Game Development

Stainless Steel Studios here in Boston just closed its doors. One of what I would consider Boston's flagship games industry enterprises is now gone. This has special relevance to something I've been thinking of for a long time now, that being why the hell isn't Boston a better place for game development?

Cutting Through the Red Tape is the best article I've seen on the IGDA website in a long time. It's all about the games industry working together with local government and higher education to foster a strong environment in which game companies can thrive. It's focused on the European situation (the article is based on a talk given at GDCE), but is of course applicable anywhere. The basic points are as follows.
Notice the proliferation of the word "local". I admit that I may have inserted that word in my summary more often that it was implied in the article. That's my bias.

Boston is a great place for tech startups. We have these world-class universities that pump out graduates who can basically walk up to angel investors and say, "Hey, I had a dream last night about this lion that chased me around an auto parts shop," and the investors will give them seed money for a business. Well, not exactly. But close. Harmonix, an MIT Media Lab spinoff company, followed this model and I will make the bald assumption that they've been doing pretty well for themselves.

Now these universities are pumping out students who majored in video games studies or game development. Are we going to see these students start game companies here in Boston? Or are they going to head off to California to do it? My money is on California. Because we can't keep this kind of business here.

We need things like tax incentives for Boston (or Massachusetts) game developers. The state government is not adverse to video games. I worked on MassBalance, which was a video game made at the request of a state senator. You would imagine that Beacon Hill would be full of old stodgy guys who think video games are the work of the devil. When I was over there doing the press conference for the game, I was pleasantly surprised to find a very positive attitude towards our industry. Could this good will be translated into something meaningful for MA developers? I hope so.

I'm going to be here in Boston for a while. And I plan on spending a lot of time thinking about these issues. Perhaps I'll even do something about it. I want to see Boston become the premier spot for game development on the East Coast. I think we can do it. I know there are other people out there who think so, too. But we're not organized, and we need to be. There are guys like me who are new to this industry, but who have some connections on Beacon Hill. And there are other people who are experienced in the game industry, but don't know where to start with local government.

We need to get together and talk about this. Maybe start an actual organization to promote industry growth in MA. Maybe there already is one and my head is stuck up my rear? If we could get more than 20 people out to a Boston Postmortem some time, I'd like to gauge the interest of developers in such an endeavor.

Anyway, that's my pie-in-the-sky soliloquy for this month. I hope you enjoyed it. I'll have some networking articles up soon. I promise.

Labels: ,


Wednesday, November 23, 2005

 

XBox 360 Snarkery

So someone brought their XBox 360 to work yesterday. As I was watching someone play through Perfect Dark Zero, I watched the bad guys... stand in place and fire the gun at the player! My only comment was, "Wow. This console is amazing. For a second there, I thought I was looking at a real mannequin."

Why does anyone still care about graphics over much more interesting computational problems like AI?


Tuesday, November 22, 2005

 

Machine City Demo Available

Craig Perko has an engine demo of Machine City available on the game's blog. This is a game that I worked on for about two weeks in its earliest stages of development. For my part, I helped flesh out story elements, talked potential markets, did some odd programming jobs mostly to do with tilesets, and made some audio and particle effects. Craig did everything else, because he's an artist/programmer supreme.

And it looks like the engine is coming along very nicely. I'm particularly impressed with the wooden platforms that smash, since I remember dealing with Torque 2D physics weirdness and thinking it might not work out. Also, Craig's expressive character sketches add a lot to what at this stage is just placeholder dialogue. Go grab it and see something cool in its early stages!

As a side note, Craig's looking for people interested in helping him out with this project. So if you want, drop either of us a line in the comments. I know there's a bunch of hungry young developers reading this blog (hi UMass Amherst guys!).

Monday, November 21, 2005

 

Violence, Sanctioned and Unsanctioned

There is an incredibly insightful article by Clive Thomspon in Wired Magazine about the mostly evaporated line between authority and criminality in modern video games. I think it's worth quoting in bulk, so here goes:
Nine times out of 10, when you're blowing people's chests open with hollow-point bullets, you aren't playing as a terrorist or criminal. No, you're playing as a cop, a soldier or a special-forces agent -- a member of society's forces of law and order.

Consider our gaming history. In Doom, the game that began it all, you were a Marine. Then came a ceaseless parade of patriotic, heart-in-hand World War II games, in which you merrily blow the skulls off Japanese and German soldiers under the explicit authority of the U.S. of A. Yet anti-gaming critics didn't really explode with indignation until Grand Theft Auto 3 came along -- the first massively popular modern game where the tables turned, and you finally played as a cop-killing thug.

Why weren't these detractors equally up in arms about, say, the Rainbow Spear [sic] series? Because games lay bare the conservative logic that governs brutal acts. Violence -- even horrible, war-crimes-level stuff -- is perfectly fine as long as you commit it under the aegis of the state. If you're fighting creepy Arabs and urban criminals, go ahead -- dual-wield those Uzis, equip your frag grenades and let fly. Nobody will get much upset.

Indeed, conservatives have long been fans of the Dirty Harry beat-down. Consider what Bill Clark -- a former NYPD office who consulted on True Crime: New York City -- said about the game in a recent news report: "Marcus is the type of cop we all wished we could be. He doesn't need warrants to burst into buildings, search cars, or
people. He doesn't have to deal with politics or property damage or paperwork."

These days, Dick Cheney is fiercely lobbying to grant the government virtually the same powers. And indeed, Congress is set to re-up the Patriot Act, preserving and extending the CIA's special, magnified powers to detain and wiretap suspects -- their "extra life" upgrades, as it were. If art imitates life, maybe it's no wonder that
we've seen a rise in games that blur the lines between criminals and state authority.

The irony is that, in reality, New York's actual police have moved in the opposite direction. They've become more successful at keeping the peace by being less bloodthirsty. In the '90s, they drastically reduced the city's crime rate by "community policing" and beat walking, the sort of quiet, low-key work that makes a city genuinely secure. (Wired News: The Bad Lieutenant)
This has always been my theory as to why we make so many World War II shooters. I mean, aside from the fact that they sell well, in Western culture, the killing of Nazis is probably the most approved form of murder there is. Killing is okay if it's morally righteous, which is again why military shooters in general are common. Military violence is the ultimate in sanctioned killing. Of course, it's only sanctioned if it's the right military. No surprise that Mercenaries, a game where you play a mercenary operating against the North Korean government, caused an outcry in North Korea (who would have guessed?) but nary a peep here stateside.

I always used to joke that iD got away with the incredible violence in Wolfenstein 3D because nobody could argue with killing Nazis. What did they do for its successor, Doom? You killed demons. Who can argue with that? But behind the joke lies the fact that sanctioned violence plays an important role in almost all violent media. Saving Private Ryan was a visceral, violent movie unlike any other, but nobody complained about it. But Reservior Dogs is a completely different animal.

Not sure if I have a conclusion here or anything. I'd be interested to hear your thoughts on the matter.


Monday, November 07, 2005

 

Bwah hah hah

Jack Thompson now has to defend his license to practice law in Alabama:

[L]aw firm Blank Rome has filed a motion to have [Jack] Thompson taken off the case and to have his legal license revoked. The firm alleges that Thompson has attacked and threatened their lawyers in dozens of press releases which also accused Blank Rome of conspiracy."He can't proceed with the civility the rules require. All lawyers have to conduct themselves with honesty, integrity and civility. This isn't a street fight," said Blank Rome's Jim Smith."He's going to turn the courtroom into a circus and we can't have it."(GamesIndustry.biz - Jack Thompson fights to get his day in court)

 

Designers, Programmers, and Bears. Oh My.

I direct your attention to a provactive post on Lost Garden:

Modern game design is a specialized discipline that rarely correlates with a particular technical profession. Imagine the absurdity of the following statements: The best authors are also be typesetters. The best directors are also camera men. The best product designers are also engineers. We have outgrown the need for all game designers to be programmers. (Lost Garden: The myth of programmer-designer greatness)
I take issue with this. I agree that game designers need not be incredibly amazing programmers. And I agree that there's a dark side to our industry's worship of programmers. Ernest Adams gave an excellent presentation about this at GDC 2004, called The Philosophical Roots of Computer Game Design. In this talk, he draws attention to the ol' C.P. Snow two cultures thing. His conclusion is what stuck with me the most:

As for us in the game industry... look at who our heroes are. John Carmack. Chris Hecker. Michael Abrash. Jonathan Blow. Doug Church. Now, all of these people are completely brilliant and they each deserve the accolades they get. I don’t dispute that for a minute. But many hero artists can you name? How many hero audio engineers? How many hero writers?

I feel that the game industry needs new heroes. We cannot simply look for them in the traditional areas of aesthetic endeavor. Computer games have always required engineering and they always will require engineering. Engineering is as essential to the game developer as words are to the writer, as paint is to the painter. But we need to restore the balance between the two. (Ernest Adams: The Philosophical Roots of Computer Game Design)

But I also believe that game designers need to be proficient programmers. I take issue with Danc's analogies. While "the best authors are also typesetters" is certainly an absurd statement, many excellent authors are made better by their knowledge of typesetting. Some of the most profound moments I have seen in books have been when the author was clearly working with the typesetting in mind. There was a moment in Dave Eggers' You Shall Know Our Velocity! that was brilliant solely because of where the page break went. So while being a typesetter is not required, if you want to be a great author, I think it can only help to know about your craft as a whole.


Sunday, November 06, 2005

 

Mother 3?

Dude. Earthbound sequel at last?
Shigesato Itoi has referenced the resurrection of Mother 3, the latest in his cult RPG franchise, on his personal website. Originally planned for release on Nintendo 64, the project died alongside the abortive 64DD peripheral, but it's now planned for release as a spring 2006 Game Boy Advance title in Japan. The two previous games in the series -- only the second of which was released in the U.S., as Earthbound -- also saw a revival as Mother 1+2 on GBA in 2003. Nintendo of America, however, has never announced any plans to bring the games over to the U.S. in portable form.

(From Gamasutra - Round-Up: Atlus Shrugs, Mother 3 Returns, C Compiled)

I am skeptical, but if this comes out, I will have to get it. Even if I have to import.

Wednesday, November 02, 2005

 

Weak Ties

Note: This is part of a series of articles called Effective Networking in the Games Industry. I'm writing these articles in no particular order, so I'm sorry if this seems scattered. I promise I will collect it all and put it on my permanent webspace for future reference.

Another note: This article is particularly drafty, because I'm not sure where it's going to go in the scheme of all the articles. I can see this one going through a massive rewrite, but I'd definitely like some feedback here.

Back in 2003, famed blogger Joi Ito wrote an article called Jobs and the Strength of Weak Ties. While you should definitely read the whole article (it's short), the background is that there exists a strong/weak axis of personal ties.
Strong ties are your family, friends and other people you have strong bonds to. Weak ties are relationships that transcend local relationship boundaries both socially and geographically. [Granovetter] writes about the importance of weak ties in the flow of information and does a study of job hunting and shows that jobs are more often found through weak ties than through strong ties. [Joi Ito]
When I talk about building a vast personal network, I'm largely talking about weak ties. Weak ties make up a very, very large part of my network of contacts. If I listed everyone I know in the games industry with whom I feel a particularly close bond, that list would come out to about 10 people. If I listed my weak ties, I could give you about five dozen, maybe even more.

I guess I should explain the difference between strong and weak a little better. The best way I can put it is that my strong ties are with the kind of people whose couches I could crash on if I needed to. The weak ties are folks that I would feel comfortable emailing every now and then, and I might have lunch with them once a year if I happened to be in their hometown on business or on vacation. And of course, there's all the people in between.

Obviously, we'd all like to have a large network of nothing but strong ties. Then the whole world would be our family! (Actually, that's kind of scary.) But while that's a fine ideal to aspire to, we cannot underestimate the strength and utility of these weak ties. This whole series of articles is filled with examples of the positive results that come from my interaction with weak ties. I'll give you another quick example of the very simplest use of the weak tie: identification.

[Begin vignette.]

I'm at an interview, being interviewed by someone I've never met before. "So you told me you've been with this company for a year," I say, because I take care to listen when networking. "Where were you before this? What did you do?"

"Oh, I worked as a designer at Company Y," she says.

"Really? Do happen to know Joe Smith?"

"Oh yes, he's a very nice guy," she says.

"Yeah, he definitely is. I'll tell you, though, I could never get over his fixation with NASCAR."

Laughter is elicited. The laughter of recognition and identification.

[End vignette.]

Okay, so the trick to the above vignette is that I don't know Joe Smith very well at all. We spoke for 20 minutes while waiting in line for a lecture at GDC. But that was enough to make him a weak tie. And because I take notes on every conversation I ever have at a conference, and because I review these notes before I go to an interview, I was able to make a nonexistent connection (between myself and the interviewer) a little bit stronger.

Weak ties are great because
The Tools of Weak Ties

It's easy to keep track of strong ties. I remember my best friend's email address. I can talk to him whenever I want. What's hard is keeping track of weak ties. This is why it's very important to take good notes.

There are also tons of software tools out there that help you maintain a personal network. Some are more specialized than others. One tool that's used fairly extensively in the game industry is LinkedIn. LinkedIn is a social networking tool, specifically built for business networking. Join up, see if it's your cup of tea. It isn't perfect--I have far fewer contacts on LinkedIn than I do in real life. But it's a nice way of seeing how connected people really are. At the present time, I only have 13 people I'm connected to directly. These are the folks that I'm friends with, who I sent a message and asked to connect to me. But I have 600 people who are connected to me through those 13! And LinkedIn has features built in that allow your intermediaries to introduce you to their friends. Hey, if you join up, search for me and add me as a connection. Say you read my blog. I'll be impressed.

Labels:


This page is powered by Blogger. Isn't yours?