Tag Archives: game development

GDC Day 4

This will be a shorter post, since I already talked a fair bit about the keynotes that were today. By today, I was pretty worn out (being an introvert by nature, the swarms of people I don’t know really puts a drain on me, even knowing that they’re all geeks like me), so other than the keynotes, I spent most of the day hanging out in the IGDA lounge, catching up online and just in general trying to relax. It was moderately successful, and even with that, I managed to collect still more business cards (I’ll hopefully be doing follow-ups with them when I get back home). Overall, I feel like I should have made more effective use of my day, but I really needed the down time, so I don’t feel too bad about it.

In the evening, my cousin Cortney called, and we grabbed some dinner at a tastey Indian place called the Tandoori Oven (for those in the San Jose area, it’s over on First, near the Repertory, and across the street from the Fairmont). That was fun as ever, and was nice to chat with her and in general relax a bit. After that, I did a circuit through “Suite Night”, and ultimately left after about half an hour (the place was PACKED, and I just wasn’t in the mood to deal with a bunch of drunks).

Will Wright Keynote

Will Wright is one hell of a nice guy. It’s pretty remarkable how self effacing he is. The actual title of the keynote is “Why I get too obsessed with my game research”. I think it says something that just a few minutes in, we’ve all laughed probably a dozen times. “Learn to embrace your inner Otaku”

He started with a bit of a postmortem of The Sims Online, which was this massive, massive, heavy project with an amazing amount of inertia to deal with, compared to Spore, his next game, which was fast and agile in terms of development. Which then migrated into a discussion of application of ownership; this in turn gets brought back to Spore.

Will then discussed the initial ideas and research he did to come up with Spore. The history of life, the universe, and everything [sic]. Different theories on how life possibly came to Earth, the idea of “cross talk” between planets, or even interstellar cross talk (matter from one planet going to another planet).

The basic premise of the keynote was to drive home just how important research is to game development, and how sometimes the most random thing can be the inspiration for some really fantastic games. Overall, it was a fantastic keynote; I think it would be amazingly fun to just sit down and chat with Will for a while.

Nintendo Keynote

This has proven to be a delightful keynote. Iwata has a very dry sense of humor that works very well with his thick japanese accent. The topic is about disrupting the market, much in the same way that Pepsi did when it diversified into snacks and alternative drinks (sports drinks, water, et cetera).

Some of the comparisons are interesting… the PS2 sold 6 million worldwide units in 21 months. The GBA sold 6 million in 20 months. The DS did it in 14 months. Nintendogs sold 6 million units in a year. Brain Training has already sold over 5 million units collectively, and hasn’t even reached a global release yet. (It’s worth noting that the Nintendo booth at the expo has DS lites running Brain Age, which has proven to be great fun.)

He discussed the process of developing Brain Training, which was a small team personally produced by Iwata, working with developers new to game development. I think this is awesome, and encouraging both for working with Nintendo in some role.

Iwata then brought on one of the developers of the localized version (Brain Age), who is demonstrating the game. It’s fucking fantastic — I’m REALLY looking forward to it now. I also think Mom would love this game, though it would mean she would need to get a Nintendo DS (not a bad option). They brought up some people who hadn’t played it before (including Will Wright), and had a brain age competition, which was fantastic fun. The neat trick is that it actually does help you train your brain into functioning better.

Really, the main point of his keynote is that it’s not enough to just do what others are doing… take a chance and do something new, and you might be surprised. He’s also giving everyone who attended the keynote a free copy of the game!!!

From there, he’s begun talking about other parts of Nintendo’s plans. Notably, their networking service. Keeping it as seamless and simple as possible, to encourage the social dynamic of being able to focus on playing and chatting.

Then they showcased Metroid Prime Hunters… I’m impressed. The gameplay is slick. D-pad is movement, L button is shooting, and stylus is aiming (double tap to jump, use stylus to select weapon). I’m pretty impressed. The gameplay is arguably the best console adaptation of a keyboard and mouse control.

After that, he showcased a NEW ZELDA GAME FOR THE DS. It’s cell shaded like Wind Waker, looked damn fun. That’s coming out sometime later this year. While he was at it, he announced the inclusion of support for virtual consoles of the Sega Genesis and the TurboGrafx 16, operating like an “iTunes Music Store for Games”. All in all, it was a really excellent keynote, and I’m glad I went (and for more reasons than just the free game).

GDC Day 3

Day three of GDC started with me missing my first panel, which is unfortunate, but not unsurprising… despite my efforts at staying on eastern time in order to get up for morning panels, I’m slowly getting more and more on pacific time, and having more and more trouble getting up in the morning (probably helps that I’m not staying anywhere near hydrated enough). Still, I managed to make it in for the Playstation 3 keynote, which was interesting and fun. I’d have to say that there are some things that he discussed that make a lot more sense when heard than read; in-game advertising, for instance. In the actual keynote, the discussion made sense given the audience, and the nuances of speech made it clear that he wasn’t talking about tossing in advertising where it didn’t make sense, which simply hasn’t translated to the written accounts on the news sites and forums. I’m not saying I’m necessarily FOR it, but I’m also aware that games cost a fuckton of money at this point, and additional sources of revenue are necessary, plain and simple.

After the keynote, I wandered through the expo (which had just opened), and unfortunately missed some of my mid-day panels in the process. That said, I put my card in a lot of hands and introduced myself to a number of companies. I chatted briefly with Epic, and got a chance to see some actual gameplay of Gears of War and Unreal Tournament 2007, both of which are looking excellent. I also got a chance to check out their tools pipeline, which really has come a long way since the days of futzing with UnrealEd for Unreal Tournament. Needless to say, if I get enough funding to make it feasible, I’ll be chatting with them about licensing their engine (and in the meantime, a mod proof of concept sounds appealing).

I swung by the Bloggers Gathering and chatted with a number of bloggers that I read, as well as being introduced to a few that I plan to start reading. It was useful discussing the benefits and drawbacks of blogging (the inherent “cult of personality” that occurs, for instance). Also, the concerns with discussing specific games or situations, since that can (unfortunately) potentially impede you from getting hired, and possibly even getting fired (which is stupid, in my humble opinion… what I say or do on my own time, in particular before I worked for a company, is my own business).

After the Bloggers Gathering, I went and wandered through the expo some more, as part of the Booth Crawl (various booths around the expo floor had beer, and even some soda for people like me, as well as cookies and snacks and even some lo mein). In the process, I collected some more information concerning possible employment if this whole “start my own development studio” thing doesn’t pan out, plus some potential contract/commission/intern work for Erica for the summer. I made brief inquiries with a number of companies about working out a publishing deal or partnership… not many bites, unsurprisingly. In these days of ginormous budgets, people are loathe to invest in unknowns. That said, Namco Bandai expressed some interest, so I’ll be contacting them to explore this in the near future.

After the Booth Crawl, I headed across the street and attended the Independent Games Festival Awards and Game Developer’s Choice Awards, which was a lot of fun. Shadow of the Colossus swept the awards, winning 4 or 5 of the awards (out of 8? 9?). Psychonauts also did well. Interestingly, despite being nominated for nearly every award, I don’t think God of War won a single one.

I got back to the hotel around 9-9:30 local, and chatted with Erica for a while on the phone, wishing her a happy birthday since it was technically tomorrow by then. I was completely wiped, though, too many people and too much having to be “up” and social and functioning. Very very glad that my first session isn’t until 10:30am tomorrow.

GDC Day 2

I ended up waking up a bit later than I’d hoped today, and barely made it over to the convention center in time to get some coffee and a muffin before my tutorial started (Player-Centric Game Design Workshop, which is being presented by Ernest Adams). It was a really excellent all day tutorial where the first hour or two was a lecture on good design practices, and then we broke into groups of 5 and designed games for the rest of the day, before presenting them at the end of the workshop to the rest of the group. My group made “Sim Elves in Space”, which was based around the idea of wanting to build and manage a space station. Each part of the 5 person group had a role in the design: lead designer (manager), game designer, art director, ui designer, and level designer. I was the game designer, so my job was figuring out the game mechanics and internal economy of the game — I think I did alright, considering it was my first time working with a group in this fashion (this is the curse of going to a school like Vermont College… you get used to doing things on your own, with little to no collaboration). I had a pleasant chat with Ernest Adams during one of the breaks, and he seemed receptive to my theories on focusing on more theatric tools and elements over cinematic elements in games, to creatie a more compelling story. He’s got a lecture on Friday that I’d love to attend on the subject, but it’s opposite a lecture on bootstrapping a small development studio, and unfortunately that needs to take precedence.

After the workshop, I went back to the hotel and had a platter of vegetarian sushi, some edamame, and some miso soup… and then promptly got invited to dinner with my friend Robert, and some of his friends that were in town for the conference (they all went to Digipen together… half the table was from Valve). That was good fun, and ended up with everyone going back to one of the hotel rooms for some Karaoke Revolution (I managed to get out before they were subjected to my singing).

Overall, another tiring but good day.

GDC Day 1

I’ve been in the San Jose area since Friday at this point, and spent the weekend visiting my cousins and getting a general feel for the area. It’s really hammered home how out of shape I am; after two days of hoofing it all over downtown San Jose, I’m hobbling around a little from a sore tendon in one foot and a raw spot on the other from where my sandal was rubbing against it. (It’s time for new sandals.)

I’ve been handing out business cards to everyone I chat with, so it’s possible that I will shortly have some new visitors (hello to any that come by). I’ve handed out probably about a dozen so far — not bad for being in a tutorial session all day (and it’s only the first day). People have been responding well to my ideas on putting together a development company focusing on narrative based games, so that bodes very well for getting Critical Games to actually get off the ground. (One of the individuals I was chatting with also gave me some suggestions on where to look for grants that would go quite far in getting started… potentially up to $100,000 for 6 months to develop a proof of concept, with a phase 2 portion that could potentially be somewhere between $250,000 and $500,000. This would be fantastic.)

I had just one session today, a full day tutorial about creativity. It was well presented and I had fun with it, though I must say it was pretty tiring and by the end of it, I was grateful to get up and stretch my legs. A lot of the information was fairly basic (stuff like “watch what you eat”, “get plenty of rest”, “drink lots of water” etc), but there were also some really useful exercises and suggestions on ways to help train your creativity and creative output. For the second half of the session, we broke into small groups and did a variety of design exercises to demonstrate the role of creativity in design. These ranged from some smaller scale design problems from case study games, to prototyping and presenting a boardgame given random provided puzzle pieces in about 30 minutes. Our group was comprised mostly of professors from Full Sail (good people, they were goofy and friendly, but also clearly knowledgeable in their respective fields), and ended up making a game called “Space Pig” (opting not to go the “Pigs in Space” route lest Henson sue us), since one of the game pieces we were given was a small plastic pig and the game board was a star field of sorts. The basic premise was that there was the Space Pig in the center of the board, and he’s hungry, so you needed to trek out in your ship to the edge of the map and collect a “water” token and a “food” token, and bring them back to the pig in the center. Of course, if you ran across another player’s ship, your path would be obstructed, and you’d have to battle (each rolls a die, the player with the lower number loses a health token and is sent back to his home point… if they have a food or water token, that is sent back into the resource pools at the rim of the board). To win, either kill all your opponents (that’d be an awful lot of lucky rolls, though, since each of the four players starts with four health points), or be the first to get both the food and the water to the space pig, and then return to your home base. (I’m writing it down so I don’t forget, and for posterity.) Overall, it was a worthwhile tutorial despite it occupying the entirety of my day.

Also on Monday, during one of the breaks, I went down to the GDC store they have set up and checked out their array of books and such. They were a fair bit overpriced, but that’s partially because a number of them were books that had not yet been officially released. I picked up The Game Design Reader, which is a companion book to Rule of Play. With that lovely sort of zen synchronicity that I’m so fond of, as I was paying for it, someone behind me commented “Good book”… turned out to be Eric Zimmerman, the editor of the book (The Reader is a collection of essays from various authors). So, now I have an autographed copy of the book sitting in a bag on my hotel table. Pretty neat.

I’ve put together a tentative schedule for the week, in case anyone is interested: Continue reading

Taking Back “Literature”

Video games are a category of creative work that deserves consideration and respect as an art form, and to be valued as literature. For nearly as long as there has been art or literature, there have been those who have tried to restrict the terms to only define the works that they have deemed worthy. This has become particularly prevalent in culture since the early Renaissance, with the sanctification and elevation of art and literature as the province of the refined and privileged, a method to further segregate the masses from the intellectual and social elite.[1] In modern society, however, there is no excuse for this segregation to continue. Art and literature can take many forms, and exist on a variety of levels throughout society, yet we continue to delineate only a few “classics” as qualifying for such a lofty term as literature or art. This needs to stop: art and literature are everywhere; art and literature are as varied and colorful as the individuals who create them; art and literature cannot be pigeonholed, categorized, or rigidly defined within a free society. We as individuals need to stand up for creative expression, and take back the language that has been subverted for so many years.

According to the Oxford American Dictionary, literature can be defined as, “written works, esp. those considered of superior or lasting artistic merit”. Given this definition, it is hardly a surprise that there is so much difficulty in defining what is or is not “literature”, and rightfully so: the definition is fluid, and ultimately subjective on what is of merit, as well as in what fashion it may be worthwhile. I believe that it is ultimately the individual’s decision on the merit or worthiness of any given work. Whether or not a work is considered “literature” by some arbitrary group should not dictate the social, intellectual, or legal value of that work. I believe that it’s possible to rephrase the current definition such that the intent of the term remains, but the terminology becomes less restrictive, and I feel that doing so is necessary towards doing away with segregational labels. I believe a better way to think about literature is that it is verbal art.
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Virtual Economies within the Real World

As much as we might hate to admit it, a major element of social interaction is based around commerce; social hierarchy and structure has formed around it since the days of hunter/gatherer societies, and does not show any sign of changing any time soon. Whether capital based or commodity based, commerce is simply a part of the human social organism. It shouldn’t be surprising, then, that commerce has migrated into the online world as well. We are already familiar with using real world finances to purchase real world items via the internet (such as eBay and Amazon, among many others); what has become a hot topic for designers and scholars alike is the purchase of virtual goods with real or even virtual money through virtual worlds.

Virtual worlds is a term that has grown out of a need to describe the communal aspect of massively multiplayer online games (MMOG) in a manner that delineates it from the ludological elements of the game. “Virtual World” and MMOG are used relatively interchangeably at this time, though they will continue to diverge as more research and study is performed: a MMOG is by nature a virtual world, but a virtual world needn’t have any ludological element to succeed.

As virtual worlds have grown in complexity and popularity over the past several years, they have begun to take on more and more elements from daily life, including that of commerce. Most virtual worlds have methods for sale and trade of items and virtual currency between players, most often based around the auction house method of sale: you place an item up for bid with a minimum asking price; players bid on the item until the minimum asking price (or more) is offered, at which point the item is sold. Alternatively, player to player private transactions can also be performed. These capabilities have enabled a new type of commerce: trade of real world currency for in game currency or goods. This originated via eBay, with early MMOGs such as Ultima Online and Everquest. These prototypical sales tended to be either in-game currency, or a high level character, selling for anywhere between $100 and $700. As time went on, the trend gained popularity, until it reached a point that people were collecting in-game cash for real world sale as a profession, primarily in parts of Southeast Asia where the exchange value would be maximized. These individuals have become known as “gold farmers,” and are considered a nuisance to players as well as the designers. (According to most End User License Agreements, the sale of in game assets for real money is not allowed, and justification for denial of services.)
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The Role of Writing in Games

[S]ince the games are generally about power, control, and those other primitive things, the stories tend to be so as well. This means they tend to be power fantasies. That’€™s generally considered to be a pretty juvenile sort of story.

The stories in most video games serve the same purpose as calling the uber-checker a “king.”€ It adds an interesting shading to the game, but the game at its core is unchanged.

Remember:€“ my background is as a writer, so this actually pisses me off. Story deserves better treatment than that. (Koster 86)

I would be hard pressed to state this thought in a more clear or concise fashion. Put simply, the stories in most games tend to be weak compared to their media counterparts (novels, comic books, movies, television). Over the years, there have been a few exceptional stories that span larger issues, or address the nature of power and control itself; a modest number of games have alternatively succeeded in refining the “€œpower fantasy”€ into a more engaging telling, but the underlying principles have remained the same. Stories are tacked on, extraneous except in providing a context for player empowerment. While certainly not the sole issue, this is a fairly damning point when attempting to defend games as a valid form of creative expression.

So what can be done to improve the situation? The short answer is to hire professional writers. The vast majority of companies currently have their dialogue and story written and developed by the game designers, programmers, and artists themselves, rather than spending the money on a professional writer. Take the hint from the media that have come before: games are not that far different from comics, books, or movies, all of which have had significantly more time to develop techniques to tell a compelling and nuanced story, techniques that are effective across media.
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