In an excellent example of corporate social-transparency, Intel just posted their social media guidelines, which they expect their employees to follow when engaging the public. I think this is fantastic, and a great example of a major company “walking the walk” when it comes to social media and community interaction. For anyone engaging in online communities and social media interaction, they’re an excellent guide to go by.
The harbinger of game’s ascendancy to all aspect of the modern life is not some piece of evocative art or Citizen Kane-a-like. Instead, our future appears in the form of a glorified bathroom scale. Still, if we can improve people’s lives with a bathroom scale, just imagine how games can transform the rest of our world. (Danc at Lost Garden)
What gets me is that there are assholes out there who manage to get funding to pull this sort of stunt, when there are hundreds, if not thousands of folks who are working on mods and indie games that would KILL to have even a share of their funding that can’t even get a publisher to pick up the phone.
What am I talking about? A little game called “Limbo of the Lost”, which has received publisher funding for at least 6, if not 10 (as claimed) years, which just recently came out. The vast majority (not 50 or 60%, but more like 80 or 90%) of the content is directly stolen from other games, often without even so much as a color change or added component. This is not an epic fail, this is a LEGENDARY failure, across the board, first on the part of the corrupt developers whom I hope NEVER work in the industry again (I’m sorry, you do not get a second chance after this), and on the part of the publisher for not practicing even an iota of due diligence in reviewing the game.
The link was sent to me by my father. Harlan is, as ever, a delight (and yes, the irony of watching a video on Youtube, for free, of someone talking about needing to be paid for his interview has not escaped me).
I’ve always enjoyed Jerry’s writing over at Penny Arcade, so I suppose it should come as no surprise that I think he damn near nailed the game industry metaphor when he said this:
The stakes are high, and getting higher, and publishers who were once merely gun-shy are now officially paranoid, rolling around in a padded cell until the drugs take effect. Part of the reason GDC made me uncomfortable is that I could feel its culture pressing on me from all sides, and I knew it wasn’t mine. But the other part was that I got a sense of how brutal that life is, how unstable it can be, how maddening, and I just wanted to come home and match gems or some shit. I didn’t want to see it anymore. I don’t want to think about a cow’s quiet eyes every time I grip a hamburger.