Sunday, January 29, 2006
Effective Networking (Bathe. Seriously.)
I'm going to make this one short and sweet.
I am willing to network with pretty much anyone. That said, I have met people at industry events and immediately did everything within my power to get the hell away from them. This is because they smelled like a sweaty old sock filled with cheese that was recently marked as the territory of a paranoid ocelot.
It saddens me that I have to give this advice. But I do. So please, if you don't already: bathe regularly.
Labels: networking
Thursday, January 26, 2006
Randy's Take on Resident Evil 4
Randy: "So what's one of the shining moments in this game that you really remember?"This reminds me of what Darren and I did when we played through Halo on co-op mode. I think there's a lot to be gained by engaging in (and publishing) dialogue about games, dialogue that occurs as they are being played. Sort of a Socratic approach to game reviews.
Richard: "All right, you know how monsters progress, right?"
Randy: "Yes, they strive for self-actualization."
Wednesday, January 25, 2006
Sort of Disappointing
While the website is amusing, I noticed that practically every box has a picture of a goofy-looking guy on the front. Meanwhile, there were no game covers that featured the common "babe that has nothing to do with our game" trope. Apparently, the author of that site doesn't consider ridiculously proportioned females on a box cover to be bad cover art. Sigh.
Monday, January 23, 2006
Counteroffers: Don't Take 'Em!
On Gamasutra today he has a great article about why you should never accept counteroffers from your boss. (A counteroffer is when you try to quit your job, and your boss offers you a raise if you stay.) His basic points:
- Your current company is acting in its own best interest by offering you the raise.
- Your current company should have given you a raise earlier if they really thought you were worth it.
- If you stay at the company, you will be seen as untrustworthy.
Memories of Katamari
But just how do you accelerate from unknown newcomer, through cult hero, to toast of the establishment in the time it takes most developers to produce a single game? Back in 2003 Katamari Damacy was unknown, a demo disc given away at the Tokyo Game Show which was dismissed by many as a one-note wonder – a novelty game which no one would play for more than ten minutes. Then, some neat timing: just a fortnight after the game’s release in Japan, and the early flurry of word-of-mouth from those whose interest had been piqued at TGS, Takahashi presented the game at GDC’s experimental game workshop. It was the perfect audience – curious-minded and enthusiastically evangelical – and word of Katamari started to spread in the development community. [Edge Online - "Everybody Loves Takahashi"]I attended the Experimental Gameplay Workshop in question. And I have to say, the feeling in that room when Keita showed Katamari was just electric. It was just amazing to see all these game developers, literally the best of the best in the world, in complete awe of this weird little game. At the end of the presentation, when he said there were no plans to port it to the US market, everyone was just devastated. 'Course it didn't work out that way, happily.
I've never had a conversation with Keita, but I've been in his presence and listened in on a few interpreted conversations. The thing that strikes me the most about him is his humility. Just a very, very humble and nice guy.
Labels: gdc
Thursday, January 19, 2006
Conversation with Jeff
So, I ended up having a pretty interesting conversation with Jeff about game design patterns. Jeff would like it known that he is still working all of this through in his mind and work was being a bit distracting durring the whole conversation, so if he sounds a bit scatter brained here, theere's a reason. Anyway, here it is, for your edification.
Jeff: Hey... did you see this book?
Darius: I read the excerpt that was published on Gamasutra, and I forwarded it to Craig.
Jeff: What's your all take on it?
Darius: I think pattern language is a very valid way of talking about game design, but I'm no expert, which is why I wanted Craig to take a look. So yeah: good idea, but I can't comment on implementation.
Jeff: I'm all for game design patterns... but I don't think that book is about game design patterns, honestly, from looking at the Table of Contents.
Darius: Did you read the excerpt? It's really short. According to the introduction at least, it is. I'll glance at the Table of Contents now.
Jeff: I skimmed, I'm afraid.
Darius: The ToC looks like it's about game design patterns to me... what leads you to believe otherwise?
Jeff: I don't feel things like boss monsters, deadly traps, tools, etc., are patterns. I think they're concepts. They're terms like "encapsulation" or "coupling."
Darius: Well, most people who talk about design patterns believe that everything is a pattern.
Jeff: I take the approach from computer science, which says that a pattern is a reproducible solution to a recurring problem.
Darius: A boss monster is a reproducible solution to a recurring problem: it provides tension and narrative resolution, time and time again.
Jeff: Except that tension is considered a pattern.
Darius: Right, everything is a pattern: patterns within patterns.
Jeff: I'm just not sure.
Darius: Also, in the sample chapter, the author actually says, "patterns include well-known concepts such as Boss Monsters ... but also more abstract concepts such as Hovering Closures and Trans-Game Information." The author is acknowledging that Boss Monster is a concept, but is not excluding it from patternhood. I am not an expert on design patterns in CS. I know very little about it, which is why I really want Craig's opinion.
Jeff: I haven't had much time to really think about it much.
Darius: I just emailed Craig and asked him for his opinion. I'll keep you in the loop
Jeff: Something doesn't sit right with me considering a Boss Monster a pattern. It's too specific.
Darius: Don't get me wrong, I'm also worried that the "everything is a pattern" approach is possibly an oversimplification. I was just defending for the sake of argument :)
Jeff: I'm just not sure how it helps us. Patterns should exist so that you can look at a game and say "this is suffering from too much / too little *blank* and we can fix this by doing *blank*". And I think that narrative patterns and solutions should be completely separate. Game design patterns should only concern game rules (and possibly space).
Darius: So let's look at this from an MDA standpoint: you're saying that patterns should concern... just Mechanics? Just Dynamics? Because Boss Monster is a Mechanic and an Aesthetic.
Jeff: Except Boss Monster is just an obstacle. Granted, it’s a more major obstacle than others.
Darius: So you're saying that the game dynamics (i.e., flux of the game state) can manifest as patterns, and we can apply a pattern like Negative Feedback Loops to fix those problems, but the actual objects we put in the game world to create the Feedback Loop are not patterns?
Jeff: I'm not sure. I think I would want to think of patterns as relations between atoms that affect dynamics. I would think of most of these patterns as atoms. So it's not that you have a boss monster that's a pattern. I would be how the boss monster behaves relative to other situations, or to other mechanics. Also I think theorists jumped into patterns before really thinking about what they want to solve.
Darius: I agree wholeheartedly with your last statement.
Jeff: I think that patterns should be able to show problems in the mechanics that will negatively effect the dynamics and aesthetics. So for example... in CS you have this concept called coupling... meaning things rely on each other too much, and you have ways of spotting coupling using UML.
Darius: Okay, I see that.
Jeff: In a game... we don't know the equivalent of "coupling." Maybe "frustration," but frustration usually comes from feeling lost or cheated. And those things stem from other more meaningful problems which we have yet to fully understand. So how can we move to making patterns?
Darius: Yeah. As you can probably tell, the only game design language that has really impressed me so far has been MDA. Were you at Raph's talk at GDC about his proposed game language? The one that sucked royally?
Jeff: I think Raph's on the right track, though.
Darius: I do too! His concepts are right, but his implementation was flawed by tons of almost newbie mistakes.
Jeff: I think MDA helps you understand the relationship and flow of a game. I think Raph was aiming toward documenting the mechanics. You document the mechanics, you can start to see where dynamic / aesthetic problems might occur.
Darius: Right, like UML reveals patterns.
Jeff: Exactly.
...and Craig just posted his response to the sample chapter . Which I think is a very valid response.
Aside
I dunno. It's just cool that I get to talk like this!
My GDC Talk
http://www.cmpevents.com/GD06/a.asp?option=G&V=3&id=189282
Labels: gdc
Wednesday, January 18, 2006
Sexual Harassment
Part 1
Part 2
I'm linking this in my video game blog because I'm surprised that I've never seen any similar commentary on the video game industry. And yet we'd be idiots to assume that this kind of stuff doesn't happen in our industry. It certainly happens, because it happens in every industry. Soo why the silence? Probably because the industry is small, word of mouth travels, and it's easy to get blacklisted.
I'm not implying that we can realistically eradicate sexual harassment from our industry. What bothers me the most is the silence on the topic.
Wednesday, January 11, 2006
GDC Proceedings Now Online
Some stuff of note from the archive:
- Matteo Bittanti's Make Better Criticism presentation, which inspired my thesis.
- Katherine Isbister's Perform Or Else
- the panel on Persistent vs. Instantiated Spaces
Tuesday, January 10, 2006
I'll Be Speaking At GDC
Specifically, I'll be speaking on March 20 during the first day of the Serious Games Summit. This is pretty cool; I was involved in the very first serious games roundtable at GDC 2003, which then morphed into the first full Summit in 2004, that I also attended. I was even at the first D.C. Serious Games Summit in October of that year. And now I get to be a speaker, discussing some research I've been doing with Games for Health.
So, if you're at GDC, stop by SGS and see me (and Bill) speak!
Labels: gdc
Great Quote
Whenever you design an interactive application, you are not delivering reality to your user, you are imposing a worldview on your user.Possibly self-evident, but still very important to remember.
Tuesday, January 03, 2006
Why Does Nobody Know the IGDA?
If you are an aspiring game developer, you should join (some more reasons why are on the linked page). There's cut rates for students, a measly $30! Do it!
But the real reason I'm posting here is that I wore my IGDA T-shirt to work today for the first time. And people who have been in the industry for one, three, eight (!) years have asked: "What does that stand for?" It's disheartening.
I think the reason this happens is you get people who really want to make video games. They finally get a lucky break, and they enter the industry, and they think, "Hey. I'm done. I'm in." And they're not thinking about the future of the industry, and they're not thinking about professional development. And even if they are thinking about that, it doesn't occur to them that there might exist an organization that cares about those very same things.
One way to solve this is to have a corporate ambassadorship program. Word of mouth. If I went around to everyone at my company and spoke of the virtues of the IGDA, I bet I could convert about 10% of the people I talk to. I also bet I could convert about 30% of the people I talk to if I were given recruitment materials by the IGDA. Pamphlets to put in the lunch room? A "Proud IGDA Member" plaque for my cubicle? Even just a sample form letter I could send out would be awesome.
Maybe the IGDA already has such a program, and I'm out of touch?
Monday, January 02, 2006
Effective Networking (Profiling)
I already wrote about the importance of making a striking first impression. Equally important is the ability to profile a person: that is, the ability to accurately extract as much information as you possibly can from a first impression. I'll say right now that I'm not an expert on this topic, which is best exemplified in the media by crazy TV detectives. People have written rather long books on the topic of profiling, but the problem with long books is that you can't remember what was on page 274 while you're being introduced to someone over breakfast. What I'm going to do is break down the act of profiling, for the purposes of networking, into something so simple (and oversimplified) that you'll be able to use it wherever you go.
The Talker/Listener Axis
Let's say you've just been introduced to someone. We'll call her Jane. Your very first task is to figure out whether she likes to talk, or whether she likes to listen.
Wait a minute.
I hope you caught my mistake up there. The world at large is not built of dichotomies, and no single person is a talker or a listener. (If you ever do meet someone who only does one or the other, I guarantee you that it's okay to run very far away, as that person is certainly not worth knowing.) Almost everyone likes to talk about themselves. Almost everyone likes to hear a good story. The question is how much of each activity Jane likes to experience. First I'll explain how to deal with the three basic talker/listener configurations, and then I'll explain how to spot them.
Three Kinds of People
If Jane is like most people, I'd place her at about 50/50 on the talker/listener scale. This means that when you speak to her one on one, you should keep a rough mental count of how long you've spent talking to her. If you've been speaking for two minutes, and you've come to an okay stopping point in your conversation, sit back and let her talk for a while. Only start looking for ways to cut in after about two minutes have elapsed.
Then again, Jane might be a talker, say 70/30. Talkers are incredibly easy to please. Just. Shut. Up. And. Listen. Keep in mind that "shut up" and "listen" are two distinct skills. The former involves keeping your mouth closed and not emitting any noises. Shutting up is largely a passive skill. Listening, on the other hand, is by all means an active skill, that can be broken down into three parts:
- comprehending what someone is saying
- indicating to him or her that you comprehend
- encouraging the talker to keep on talking
The most difficult personality to deal with is the 30/70 listener. Listeners can be divided into two basic categories: those who listen because they are truly interested, and those who listen because they're shy. So if Jane is a listener, your first goal is to determine whether or not she's interested or shy. Interested listeners are great, because the only pressure on you is to think of interesting things to say. And if you're educated, memorable, and do interesting things—well then, you're pretty much made in the shade. If Jane is a shy listener, things are much tougher. You don't want to pressure her into talking, because that will make her completely shut down, conversationally. But you don't want to talk too much, because you'll come off as a jerk. A one-on-one situation with a shy listener can be very difficult, and only other advice I can give for that kind of situation is to tread carefully, and to be as empathetic as you possibly can. A lot of the times, larger groups are better for shy listeners, as you can draw them into a larger conversation where they feel less pressure and you're less likely to look like a dominating bully.
How to Detect the Three Kinds of People
Okay, how do I come up with these numbers for people? I don't, really. The numbers are fudged. I actually keep a normal distribution graph in my head and just slide people around. Don't panic! It's not as complicated as it sounds. I promise.
As I said before, most people are 50/50 on the talker/listener axis. I made a graph of the bell curve, just to elucidate my point.
Playing the straight probabilities, when you meet somebody you should approach them as though they're right in the middle. Most of the time, you'll be right.
But in the first five minutes of conversation, you should be looking for signs. If while you're talking the person looks impatient, or is constantly interrupting you, visualize the bell curve in your head and start sliding that person to the left more and more. You should change your conversational tactics to the talker ones I mentioned above, namely shutting up and listening for larger and larger portions of the conversation as the person continues to slide to the left on your mental chart. If you're having trouble getting more than a few words out of the person, or you see their face turning red, slide them to the right, mark them as shy, and adjust accordingly. If there's a lot of head nodding and smiling, and the person asks you pertinent questions, then you have an interested listener on your hands! Slide to the right and bask in the glory of your own fascinating personality, you ham!
This might all seem pretty complicated. But the easiest thing to do is to ask questions. It's like Dr. Gregory House says: "Everyone looks smarter when they're asking the questions. It's infinitely preferable to the blank stare of the person trying to answer."
Why Go Through the Trouble?
When you accurately profile someone as a talker or a listener, you are engaging them in the way that they would like to be engaged. And that's a fantastic way to make friends—which is what networking is really all about.
Labels: breakingin, law, networking

