Thursday, December 22, 2011
A Letter To Barack Obama
Your intellect, the knowledge and awareness you have in regard to so many national issues far exceeds the typical politician. You are not a politician to me. You are someone who is fighting by using facts, who is fighting by using reasoning as your weapon. I love listening to you debate and discuss issues.
You are willing to talk, to compromise, to think in larger terms. Our country is immense, and you stand there to represent millions of different views on millions of different subjects.
When you talk, I listen. When you say something, I think on it.
And when you take a stance, I hear what your beliefs and values are.
When you back down, you lose me. You have the heart so many of us have. I've heard it numerous times in the way you speak. So stop backing down. Stand up and make your point and stick with it. No one is happy with congress, why should you accept them either? You are the voice of us.
I support much of what you have done and what you say you want to do. Take advantage of that and stop compromising. Be what you feel, because I know there's intelligence and respect behind your beliefs.
There is a fight upon us, and your backing down only defers the inevitable clash and makes it worse.
Sunday, October 16, 2011
Thoughts on Occupy Wall Street
We are forever beholden to the regimes and systems and networks that run our lives. This is as true now as it was two thousand years ago. We can decry the hurt that we have endured because of unfair policies and rule, and we should be thankful for the successes and innovations brought about by such governing.
As we become more aware of those around us, we are more conscious of the successes and failures of those same groups and individuals.
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Occupy Wall Street, to me, is the public discontent arising from the realization that one form of success is trumping all others in this country and elsewhere, even when it causes harm.
Most people want to be rich, sure, but for one reason: to take their woes away. Money solves problems. You can solve every problem in your life if you just have the money to pay for the solution. Money pays to resolve problems, and it also pays for leisure, recreation, and entertainment. But that's it.
Most people want to work and then call it a day. Most people want to have time with friends and family, time alone, time learning more about something they love, time for recreation, time to eat.
Occupy Wall Street is about an inability by the leaders of business to see the small things in life, to only see this one element of life.
It is a backlash from people who do not care about being rich, they only care about having enough. In America it is not considered enough to own a restaurant on a corner where you can make your living, pay your employees, and call it a day. No, you are expected to expand to a second location, and then four more. To make more money.
And here's why you are expected to go the extra mile for money: because if you slip up, you better have that money ready. Because these days it only takes a single car accident or one tough month or one ailing relative to cost thousands upon thousands of dollars of damage. For those who are not rich, it might be years to recover. Perhaps they will never recover. You wanted just enough, but enough is no longer good enough. Now you are forever in the red.
We are told that every second of our time matters, every cent of our dollar has meaning. It only has meaning because it has gained meaning by those who care about money. And we are more numb to every cent because of this. Because there is no more context.
Money does not matter. Everything else matters, and we are discontented now because we see money being valued over everything else. Money should be just one of many conduits through which we stabilize, reinforce, and improve our environment and ourselves, and until we see those who would be our leaders of the financial and political world embrace these same ideals, we will be discontented.
OWS is a backlash to the soul-sucking efforts to wrest every dollar back from the majority of people who want nothing more than to live peaceably in harmony with the systems around them. When money becomes the problem, not the solution, it needs to be dealt with.
Wednesday, May 11, 2011
Daily Inspiration for Game Developers
They look similar because they are. The rules behind much of the systems are the same. Gravity, mass, tastiness.
I guess what I'm saying this morning is that you should be aware of this when building a game, when running your life, that all of life has a generally simpler set of rules that can be applied and expanded to accompany specific scenarios. The universe is generic. Are you aware of that when building your game?
Bejeweled is a series of jewels, all with exactly the same rules, except that here and there is a "special" jewel. But they all move alike. Most just have one fundamentally different variable which is a property that when the same value of that property is aligned in chains of 3 or more, they will disappear. Color, shape, or you could give them numbers, but that one variable is really all that game is. Move shapes around being aware of this one variable.
Minecraft, I've been sucked back into it. I had an idea to build a town. I'm playing the game solo. I know that when I want to, there's this world that is larger than I could ever explore, and the whole system is run by a few simple rules. When Notch added rain, I thought, crap, now there's more darkness. That's all there was to it. (I haven't dealt with gardens and harvesting and all that yet, so I don't know about rain's effect on that.) But that's the beauty of Minecraft, rain didn't fundamentally change how the game works, it took a variable critical to the game, light, and just inserted a little randomness to outdoor lighting conditions. Simple, but it reverberates.
Far Cry 2, you could say it's an incredibly complex game, but the laws ruling it are understandable. There are pieces to it, and those pieces, once you understand them, generally allow you to move throughout the greater world with an awareness of a system. I hated that every outpost was aggressive as soon as they spotted me, but that knowledge informed everything else. I knew what happened where and a new location was just another roll of the dice against a system which I understood. It was rolling dice, knowing that one of them was loaded.
This idea of balance across systems is important to us as game developers in every manner. Last week a theoretical physicist pal of mine (yes, bragging that I know one) tweeted about an xkcd comic which stated that Emmy Noether deserved a Nobel prize for her work which, he paraphrased:
@hundun2:"Fact: Emmy Noether deserves to be more famous. http://xkcd.com/896/ #xkcd Einstein's letter to NY Times on her death. http://bit.ly/bzzNKO
Her main contribution to physics was Noether's theorem, which says (roughly) that conservation laws come from symmetries in laws of physics. For example, energy is conserved because the laws of physics do not change over time ("invariant under time translation" in physics-speak). Momentum is conserved because laws of physics don't change depending on where you are ("invariant under space translation"). Noether's theorem is a fundamental result in itself. Also led physicists to look at symmetry as a central concept in physics."
Tell me, have you ever once thought about how the laws of physics don't change over time and space? It's mindblowingly obvious, but super critical.
I've been learning the hard way, don't do too many projects at once, use time efficiently. A good gamer knows how to use space and time in your game efficiently. Are systems utilizing that, or do things run differently here and there and everywhere?
My point today is that I love how straightforward the universe is, and the games that I enjoy function in the same manner. (I didn't talk about W. Wright's games since I assume we all know how they derive from the same concept.) Complexity can arise out of a very simple set of rules, so, as a builder, I strive for that, because then I have an incredibly fluid amount of control over the worlds I create. Fifty rules vs. fifteen, are you in control of your game, or being overrun by a flawed concept that the universe is made up of millions of separate situations?
Wednesday, April 20, 2011
Why I'm Hostile Toward GPS
GPS, or the idea of it that I am opposed to, is the function in which it gives precise directions on which turns to take where and how to get someone somewhere. I am not opposed to it as a map. I love maps, I think they are there to fill in our brains' gaps in specifics of scale and position. I use maps a lot, before and after and during travel.
The reason I am so opposed to punching in an address and not paying attention anymore is that the mere act of driving requires locational awareness. Where is your car on the road, where is your car in relation to the other cars around you, where is your car in relation to the next stop sign or stoplight? You have to be aware of these things while driving. GPS removes your awareness of everything beyond the immediate, but when it comes right down to it, your use of GPS is for that space close around, for that stop sign, should you turn there? So by using GPS, you are removing the context of each particular location you are in.
When using GPS all I am thinking is stop sign, stop sign, stop light, freeway, left freeway, drive an hour. When not using GPS I'm taking note of field next to stop sign, mini-mall, hills over there. My job driving is to be aware, so why on earth would I want to let the GPS become my awareness of the context of every location?
I don't think GPS is like transitioning from paper to the internet. That is a massive change in how communication works, it changes the amount of work and thought we have to use to get stuff done. But driving, using GPS I become more and more reliant without much benefit, whereas not using GPS I become stronger and stronger and more aware. It takes a lot longer to figure out an area when you're guided by wire rather than having the whole space.
The world is location location location, and I'd much rather be aware of how they are all connected and related than lose sight of that greater space for the blind trust of stop sign, stop sign, turn left.
Saturday, November 13, 2010
Tapping the Theme
The simple request I have is that you think about your theme and your gameplay as integrally tied together. For the sake of creativity, your theme is the best possible fountain of innovation.
I make iPhone games. I spend almost all of my time thinking about apps, finding ones I've heard about, researching, and playing apps, just because I want to know why and what people are trying to accomplish. Sometimes I have an idea for a game, and then I search for similar ideas on the app store. 100k apps, I will find forty apps for any keyword I search.
Recently I was thinking about sheep-herding. Plop your finger down, and the sheep are repelled. Corral them into their pen, add some obstacles, done. Finger-swiping good. I then searched for sheep on the app-store. Oh, there we go, several sheep-herding games, a couple of which were solid. Done, next idea. No point in being derivative.
But what about the other fifty sheep-related games: half of them were physics platformers and sheep-launching games. What the heck? Free the sheep from its dangerous surroundings. Tap the sheep to make it go higher and higher. Not bad games. But why the heck am I freeing sheep from a physicsy tangle of boxes and ropes. Or why am I sending a ram flying through some otherworldly space-portal?
I am being harsh. Worms is an excellent game, and worms have no relation to the theme of scorched earth. Angry Birds: totally ludicrous concept, top of the charts for months now.
But I implore you to please consider why you chose your theme. Or why you chose your gameplay? I know a lot of us are making iPhone games these days with the low overhead and strike-it-rich potential. And you need to stand out when making a game. I want to play your game, but unless it's top 25 or a unique concept/mechanic, I will ignore it.
Theme can help in your design struggles. For the sake of creativity and doing something different, you should consider how your theme can inform your game. If you are making a game about squirrels, ask yourself what makes a squirrel fascinating or funny or a squirrel. If it is the humor of eating nuts and acorns, perhaps you have an eating mechanic, a ridiculous challenge of keeping your squirrel's cheeks full of acorns.
Or you are in outer space, running out of oxygen. Oxygen in space, that is a pretty easy time mechanic. Or an FBI agent who has to balance breaking the rules with making progress in his fight on crime.
When you build a game, even if you just tacked on a theme because you don't want a game of abstract shapes, spend some time working out how the theme can help your game. And if you decide the game is not appropriate for the theme, perhaps you should change your game.
At TIGJam, I really appreciated Scott Anderson's talk on the plethora of indie platformers. It is easy to make a platformer, but who cares? Is that all that excites you? Do you have a goal in your platformer? You want to make a moody depressing game exploring isolation and fear. I would love a game about that where I do not even have an avatar. The game itself is this ethereal space that shifts and perhaps my whole goal is trying to bring the screen into focused, pure white, piece by piece. I have no idea how that might work, but maybe you do.
My point, one final time, is that you have the gamut of interactivity available to you. Why is your game of knocking over boxes any more enthralling than the last? Make me games about specific themes. I would love to be a pirate, a struggling housewife, a squirrel. But not in another platformer. Make your gameplay about pirating, raising a family and dealing with a husband, living as a squirrel. There are so many games we have not yet made because we cannot look beyond our conventions.
Tuesday, November 2, 2010
TIGJam 3: Day 4 And Retrospective
I went into Sunday delirious and noticeably tired from a very late-nighter. Over the course of Sunday morning the various jammers appeared and slowly collected themselves from having climbed over the hill. Now it was already lunch for most of us before people were ready for the final few hours of game creation. (As always, there were some people already working hard by mid-morning.) In an effort to be a human being I returned to my friend's house and showered and ate and then returned.
During the final hours of an art project, in the past I have tried to go big. This time, as most people did, I just went for cleaning. Game creation (and so many other things) are about that final ten percent. So I just tried to round out my project. I cleaned up loose ends, I added some nice little art touches, and I worked up til the last minute.
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And then I got to see what everyone had accomplished, and it was impressive. Over the course of an hour we saw probably twenty different games, and even more were being worked on. Here are just a few unique highlights for me. (This is not fair and balanced and also ignores games I've already talked about. [also did not have time to grab information, so please update me with info/links about these games if you're aware])
Negative Spacecraft : This game was black and white. A simple space shooter that added a confusingly cool mechanic in which you and your AI opponent fire negative and positive space at each other (black and white). What this meant was that you could move and shoot in negative space(black) but be hurt by positive space (white), and then transition to the other way around. It was cool and confusing and I can't do it justice describing it.
Night Hike (a Carnegie Mellon University ETC student group): A procedurally generated night hike, this was a beautiful idea and showed the strength of non-violent interaction. Your goal, simply take a hike through starry fields and forests. The creators built a 2d-sidescrolling procedural system so that every hike you take will be through a different environment. A simple piece, but well done.
Desert Bus 2: Space Bus (Ben McGraw): Imagine flying to Alpha Centauri in a bus. Well, imagine no more! Because you can now experience the long, long, incredibly long trip in a game that simulates the realtime experience of flying to Alpha Centauri. A hilarious sequel to a Penn and Teller mini-game called Desert Bus from 1995, which involved driving straight from Tucson to Las Vegas in realtime.
Map Generator (Tyler Neylon): Though not a game, this deserves a mention for cool technology of the weekend. For his love of strategic games, Tyler sought to build a map creation tool that could create a Risk style map in a reasonable amount of time with a plausible geographic look and well-laid out territories. He succeeded. It was very neat technology for a weekend and I would love to see people play some Risk on one of his procedurally generated maps to see if it was balanced well.
In addition to the above, there were several games that felt very polished with their "feel". Kyle Pulver showed off a quick and crunchy 2d platformer with an impressive amount of art (I think he did it all this weekend). Phubans was working on a top-down exploration/upgradeable shooter that felt very satisfying to play. And Erin Robinson created a gravitational exploration game that allowed a player to change orbit smoothly between a series of planets with various gravities.
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And now I'll briefly talk about the game I made (my blog, my soapbox). It is called Sarajevo, and you play a civilian living in the city of Sarajevo during the siege in the mid-90s. All you can do is walk around a small portion of the city in which there are other civilians like you and also buildings you can enter and exit. You can talk to people to hear their mood, but otherwise it is currently a static world. However, every so often, an unseen sniper fires at a random character in the game. It could be you, it could be someone else. They probably won't hit. But they might. All you can do is hope to not get shot. But if you play long enough, you will get shot.
I think the crowd was a little taken aback by my game.
But that was what TIGJam was for. To scratch the itches we all have. To try something new or different or work on something we've had sitting in the back of our brain. You could see people proud of what they had accomplished, amazed at the positive feedback they received, creating their own lighting systems, trying a game and failing and then making a new game, pounding out incredible music, drawing up beautiful art.
TIGJam was recognizing that being an indie game developer is a lifestyle. You have to care about it. You have to want to spend your weekend tackling that stupid bug that has been killing you. You have to redo that art, or create twelve unfinished songs to reach the thirteenth that works.
After we showed off our games we had a wonderful buffet dinner at a nearby restaurant and chatted about what we had seen, what we were going back to, and what we would be doing next time. TIGJam helped foster a community that mostly occurs online, a social gathering for those whose usual interaction is text.
I had felt like an outsider before this weekend, but over the course of four days, I grew a lot and learned a lot and was able to find a whole new set of developer friends who have to create. Creation. That is what the game developer is about. It is always humbling to ponder what we do and of what we are capable. I am just glad to see the love of the craft continue so strongly in this generation of game developers that is taking advantage of all of the tools we now have at our fingertips. It really is the time of the indie developer.
Sunday, October 31, 2010
TIGJam 3: Day 3
There is certainly pressure to create something, but more-so, being surrounded by a group of creative types all accepting of feedback and willing to give their own, one cannot help but be overwhelmed by the hours spent thinking hard about everything game related. Yesterday was hump day, and it was a particularly humbling experience.
I had set my sights on a simple game. A simple world where you walk around and talk to others, and they tell you how they are feeling, based on the events around them and their outlook on life. This I actually got working yesterday, and then I started to think of how they should be acting based on their feelings. And so now I think I am supposed to create AI. I did not think of what I was doing as AI. Yesterday I came to terms with that being my goal. I struggled with what I wanted to actually happen in my game.
I spent yesterday thinking about the boundaries of my project. Now, in the morning of the last day, I have a good sense of how far I want the project to reach, but this is not a day's work. So some of my stress was relieved as I realized I could not complete my goal, so now I am just working on the halfway point. But enough about my little project.
Yesterday was entertaining, it was the day that everyone let themselves out. We were comfortable with each other if we had not been before. And we enjoyed ourselves. The highlights happened as the night progressed.
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In the middle of the evening there were a series of interesting short talks from a variety of angles. There was Derek Yu, with his pal Andy Hull, talking about the stress of working on a project, Spelunky, that has taken over their lives for the last couple of years. This weekend, for them, was a time to step back and enjoy the company of friends and see how the project is actually perceived from eyes other than their own. They also talked about the importance of fostering and maintaining friendships, having themselves met as young teens trying to make games.
Scott Anderson talked about how we are making the same, similar games. How many of us, he asked, were making "traditional platformers"? (There were many raised hands.) We need diversity in games, not in the people making them, but in what we are creating. But we do need new people, too. Indie game development is threatening to become a scene, he argued. We are slowly seeing the castes of the "in-crowd" and the "out-crowd", and our role as a community is to always foster new indie-folk, because we need that freshness.
Brendan Mauro talked about his struggle with the relevance games have beyond our gamer-world. It was a simple talk, but revealed how much people within our industry understand that what we do can and should mean something beyond our secluded desks in our apartments and homes and dorm rooms.
Timothy Fitz talked about being aware of why the big guys are making so much money. The indie developer seems to predominantly make games that could be on Super NES. Perhaps it is the scale of the project. But why, he asks, aren't we employing modern tools of social media and game mechanics? Farmville, he boasted sarcastically, was better than us. And we can do better.
Marc Ten Bosch outlined his efforts in creating a single level in Miegakure. His point, inspired by Jon Blow (which I heard referenced many times yesterday), was to try and make the simplest puzzle he could that meant something. Game mechanics, the need for player revelations, and player comprehension would add the complexity.
And at the end Matthew Wegner even gave us a quick, honest answer to the downfall of Blurst, Flashbang's experiment of every two months releasing a free online game. Simply put, he said, as beautiful as it was to live life the indie life 9-5, one cannot make a living off a product that is free.
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After the talks I played and looked at a couple more games.
I playtested one of Carnegie Mellon's thought-provoking student projects about communicating without speech or text. The team watched as myself and another tried to make our way through a platformer with invisible obstacles that only the other could see. We were entirely reliant on that other player, as they attempted to use their silent character to communicate with hand signals. A well-executed mechanic of waving one or both hands, players could make their character point to important or invisible obstacles. It was clever and an interesting experiment that has been pretty successful and I look forward to the finishing touches.
And then I witnessed the progress on a game about eating cheeseburgers to get fat and roll over people. A unique game, indeed. (Though it was a platformer, like so many other games here.)
Then as the night progressed and focus waned in and out, people mingled, relaxed, focused, and at 1am a Madhouse tournament ensued. I did not accomplish anything from 1-3am as I watched most everyone in the room take each other on in five minute 1-on-1 chaotic deathmatches. Balance was fairly askew, but laughter was present for all two hours as the creator and various other folk commentated on the proceedings.
And then at 3am I attempted to focus. I somewhat succeeded, but the day had taken its toll, and I just allowed myself to do some painting for the next hour rather than scripting. Around 4am the last of the jammers remaining started grabbing couches and the lone futon. I drifted off around 4:30am listening to hazy philosophical discussions of life and our existence. A few others were still playing and making games, but I was done for the night.
Now the final day and it is again already past noon. But that is okay, I am going to enjoy these hours working, but not stressing.