Thursday, July 15, 2010

The Purpose of a Game

I think that sometimes our discussion of games as art and purpose seems misguided. I am not trying to spark anger, but conversation, so bear with me. I believe in making games that have a message, I think that games such as The Unconcerned or iBailout!! play a vital role in expanding what we do as gamemakers. I like that we have this push and pull and people get angry and tired of the discussion of how games are art and what purpose do they have. That means we are getting somewhere, right?

The problem is that we are making "games". This is not a semantics debate, this is whether or not, when I start up your "game" or whatever the hell you wish to call it, am I trying to beat your game? Am I trying to win? Am I putting in effort into what you created so that I can reach the end? This, again, is not specifically about whether or not I enjoy your game or those unrelated questions of whether it is well-built and so on, it is about what you are asking of me and what I am expecting to do.

I loved Loved partly because it caught me off guard with who I was and what my role was. When playing the game you are never sure really what the purpose is. You know you are playing a traditional platformer. But there is something off about your goal. Is it a "game"? Yes, it definitely is. But it changes your perspective on why you are playing. A short little experiment, but it easily sweeps you into its world and does not feel like a "game" at first. It does devolve into a game, but even that is well done because the goal becomes as much about beating the game as it is about playing against the "game" itself. Therefore, the purpose of the traditional platformer is tucked neatly into a mind-game with your computer. But even this is still a "game". I beat Loved!

Just Cause 2
is a game I love to play for at least a few minutes a day. The sensation of exploration, though there are so many cookie cutter templates within it, is almost complete. Grabbing a fast jet and just flying around for a few minutes staring out at all that is the world of Panau is awe-inspiring. It is still a game, though, and my purpose is to rack up points and defeat the enemy. I have specific goals in thousands of collectibles and destructibles. I am aware that it is a game. Sometimes I stop caring about the game elements, but I always return, because eventually I have to make progress. I want to beat the game. Along the way I will enjoy the scenery, but that victory, that conquest, is my goal.

My point is this: we want to beat "games". We have a motive for playing the game. We might want to stretch our brains a bit, we might wish to just get adrenaline pumping, but we are putting purpose into games ourselves as soon as we start them. And if a game diverges from that expectation, do we keep playing out of a desire to overcome this piece of art? Do we have to win? Do we give up out of frustration that the game is not what we wanted to "play"? Introducing purpose that is above and beyond winning into something that we do not just observe but interact with, that we already place purpose into, that is a noteworthy accomplishment.

[Is there a game that you have not felt compelled to beat but rather compelled to experience? The interaction has been strong enough to erase all goals of mastery or winning? Do we want to create that experience? Is that a worthy goal?]

Monday, July 5, 2010

Catching Up with the Cave

I accept that, besides a few exceptions, I will forever be behind the times when it comes to gaming. But I also thought I was alone for a while. Now I notice with increasing clarity that we all can never be entirely caught up with games, unless we are a games reviewer, and even then, reviewers are strongly biased to a platform. I am not trying to limit myself to a platform, however, and I still have this immense backlog between iPhone, PC, PS2, Gamecube, DS. But these are my current platforms.

I have been able to keep up with iPhone, I think, just because the games are so cheap that I am willing to spend that dollar and then feel great if I get an hour of gaming. I spent a dollar on Angry Birds and have stopped after completing the first campaign, which is only about half the levels available at this time. I am totally satisfied with my stopping point. I got the enjoyment from "another physics puzzler" and now I have HAWX loaded up for another dollar and we will see what transpires.

Meanwhile, on my mac, my iPhone development device, a platform I was not even intending to be a gaming platform, I am playing a port of Cave Story. Wow. It really is as great as people say. Accessible but difficult, plenty of story weaved behind a much greater emphasis on gameplay, and a pseudo-linear game-world. (Or would that be pseudo-open-ended?) I started Kingdom Hearts recently to see what all the fuss was about, and I do not know if I will have the patience to keep going with it just because I am not playing it, I am watching it. Cave Story has this awesome integration of story, it is broken up into bite-sized chunks in a great balance between platforming gameplay, boss battles, and story. None ever seems to overwhelm the other. Granted I am not near the end yet (do I ever finish games?), but even when I get to a boss battle with story exposition before, I find that I do not tire of getting through the cutscene. I almost don't mind that there's no skip-cutscene button. Almost.

The inspiration for this post was partly Ian Bogost's recent blog post on Plumbing The Depths. In it he talks about the failure of designers/coders/the industry in really exploring all that is possible with each new round of technological invention. It seems to me that it is because we are moving so fast that we have not thought of a new game mechanic before someone ups the processing power/input capabilities of consoles. Technology moves fast because it can. Game design is an arduous, experimental, whimsical process that cannot move as fast because it is bound by our creativity which, no offense to anyone, tends to get stuck in ruts. Game designers, even the greatest, have their idea, and then they keep pushing it. Sim City, the Sims, Spore. Metal Gear, Metal Gear Solid, Metal Gear Solid: Rising. Civilization, a bunch of other interesting strategy games, back to Civilization! And I am not criticizing, these are amazing guys. But we have our niches. We have our interests and our ideas, and when one is successful, we stick to them. (I also just looked at popular designers who have pressure to build upon their successes, so that was a bit biased.)

What I perceive is that designers are thinking of what they can do with the tools available, not dreaming up new tools. And then we get new tools thrown our way without our consideration. Are designers dreaming up the tools? Or someone just says hey, we discovered new ways to detect human motion. Go think up something! That is why there is so much derivative work. People still like swords and dancing, let us dress them up with a new input. We had not even done all we could with swords before, but we have a whole new interface.

This is one other reason I like Cave Story. It has awesomely refined gameplay. From the single life with well-spaced out saves to the awesome interplay of weaponry upgrades and damage taken and damage received. This game is great, cleverly designed fun opportunity spaces. In the end, when I am playing Cave Story and other older games, I do not really care that I am a generation behind the times. I have played Wii. It's fine. I know Cave Story is even on it. But I have my Z+X+arrow keys and I am having more than enough fun for free to feel the need to pay hundreds to keep up with the technology curve that has yet to redefine my thoughts on gaming.

Wednesday, June 16, 2010

Hardcore purchasing of bottled water

So I just saw a girl with tons of tattoos, and some punk band t-shirt with the word "hardcore" come in to this coffee-shop and purchase two bottles of water. Bottled water. The biggest swindle of the last fifty years. Bottled fucking water! I don't understand how someone visibly labeling themselves as so anti-establishment could support such a ridiculous thing as bottled water. Perhaps I didn't read the tattoos closely enough. Perhaps they were Coca-Cola logos and advertisements for Curves fitness centers.

Bottled water. Ugh.

But here I am with a Northeastern WRBB Radio t-shirt and a sticker for Tiger Style slapped proudly on my macbook (with its nice shiny Apple proudly beaming).

I guess in the end we're all just full of advertisements these days.

Wednesday, June 9, 2010

Enter the Fray: Welcome to Indie Life

I guess I was indie a year ago. I had just graduated, lived at home, was searching for real work, and holed up many many hours a week working on Spider's levels. Tiger Style brought me my first gig that actually saw light in the marketplace. Then I got a real job that paid my bills. It was nice. I liked coming home and being able to not think about making games. At least that's what I told myself.

So I originally wanted to write a post about all of the reasons I left the corporate world. And then I realized that none of that mattered. I am fine with the corporate world. It funds lots of incredible games. I would say that the corporate and indie worlds are closer than they probably want to recognize. We all want people to play our games. We are making entertainment. Whether you call them art or product, whether you are Cactus or John Carmack, you want to construct something for others. (Always exceptions, I know.)

Most people want to make money from their games. Whether just trying to survive, or to actually turn a serious profit, most of us make games and sell them. For those of you out there putting out your games for free: I respect you. Especially if you put out a truly great game for free. And not freemium. If you pour your heart and soul out there and just put it out for public consumption, I respect you. I think you are a little crazy, but still, respect. The rest of us like to eat.

I sometimes don't know if I am indie, honestly. I try to define indie as a mindset as much as a precise definition, but it is hard. At Digital Chocolate my mentor was as hardcore about game production and design as any indie developer I have ever met. But his role was not to make a series of perfect games. It was to try to deliver the best products within a certain timeline. And dammit, he cares about what he does. The reason I do not like the corporate world, however, is that people who do not care about the games are also involved.

I do not like the facebook gamespace because of those involved. I am not opposed to the games, but the purely entrepreneurial money-grubbing spirit of so much of what you see online. By that I mean the groups that enter social games with no goal but making money. (I should qualify that Digital Chocolate is not one of these purely entrepreneurial outfits.) I hate seeing every single clone of every other form of Mafia Wars and Farmtown.

I do not hate facebook or all of the games on it.

But I am making games to be creative. I have gone indie because I have original ideas. I believe that there are cool products that have not been made and I want to create them. Whether creating a 30 second app for the iPhone or an intricate social game for facebook or some splitscreen title for XBLA, it is the challenge of crafting a new experience that is fascinating. Right? If you are an artist, you want to learn from the greats so that you can paint your own unique landscapes and characters. If you are a composer, you don't want to make J.S. Bach's music, I hope. You want to make your own. A programmer who is doing the same thing as the programmer across the aisle is wasting text and time. And if you do not have those ideas yourself, you can undoubtedly find someone else to guide you in this tiny industry with a new take on what we do.

That is why I guess I had to do indie, because I had to do something new. The lead on Farmville spoke this year at the GDC Awards when his game won for Best New Social Game. He told indie developers everywhere that we should consider joining his team at Zynga, that's what an indie outfit can be. But my thought: You aren't original, and that is what I want from indie, I want creativity, and that is what I believe the real indie mindset is. Zynga makes products, but they dare not take a risk. I took a risk, I went indie. Maybe I will make money as an indie, but maybe not. I guess in the end, that risk is what it is all about for me. That willingness to go all-in on ideas I thought up. To create a product or art, I want to put my soul inside it. That is fun. That is why I am a game developer.

Sunday, May 23, 2010

Lucky enough

Are you lucky enough to live inside? Sometimes living in Berkeley is humbling. The lifestyle of people in this strange town varies as wildly as any place can. I sometimes cannot tell those who chose their lifestyle here between those who fell into it unwillingly. I encounter a higher percentage living on the streets than I have seen in any other American city. This is not a large town. But to walk down a standard residential street and see a man curled up in a secluded spot between two bushes, it throws me for a loop.

Here I am, shopping for apartments right now, squeezing every ounce of satisfaction from the process, certain that I will find a place that is in a safe neighborhood, is a comfortable apartment. I will not settle for less. How privileged I am. How incredibly lucky enough must I have been to be born into this life with my parents, my opportunity. I may have some issues, but not many. And you know what, I am most struck by the lack of privacy these homeless endure.

I have quirks. I have strange behaviors, I have need and desire for privacy to hide myself from the world at times. I am not only that which you see, but that which you do not see. And hopefully those two inform each other in positive ways. We should all be lucky enough to have that privacy. Yet there are those who do not. That is sad. I cannot imagine what it is like to go home and for that home to be a flat space of dirt in between the sidewalk and a parking lot. To go home and find only the privacy of one's mind.

We have so many problems in this world. We always have had these problems, and it would not be crazy to assume we always will. So what problems need to be addressed? What should we focus our energy on? What should my role be? This guy who draws, how does he change the world?

Monday, April 26, 2010

Too much of a good thing

I bought five games last week. Six, if you count that I pre-ordered Starcraft 2. The other games were all for my gamecube and ps2. Why did I do this after vowing I would only play the gorgeous exploration-friendly Just Cause 2 (on PC) for the foreseeable future?

It seems I have injured my precious index finger, a precious resource in PC gaming. There are downsides to being a 3d game artist. The inability to distinguish leisure time from work time; explaining to people that you make video games, not Pixar films, and no, you don't want to make Pixar films, but yes you like watching them; and working in a stationary position for hours upon hours upon hours, moving naught but your fingers.

My fingers have become a big problem for me. I enjoy rock-climbing. I like gripping tiny holds with the tips of my fingers, balancing precariously, slowly shifting my body in any direction to ascend slowly up a sheer face. This requires a lot of finger strength. And working on a wacom tablet for hours at a time does not relieve one's fingers. And then typing ctrl+z repeatedly over and over to get just the right stroke on a 2d photoshop painting. That does not help my fingers or hands. And typing this tale (I enjoy typing) does not help my fingers.

The main issue I have with my choice of career, which I would not give up for the world, is that it taxes so little of me that I feel as if I am wasting eighty percent of my being. We are animals, built to exert ourselves, and now, through overuse of those few parts that I do use, I have made it even more difficult to exercise the other eighty percent of me. (At least, in the manner I'd prefer.)

So I have bought a bunch of games for my last-gen consoles because they rely on my thumbs, and this will give my wounded index finger a rest.

The Sonic Mega Collection was one of my purchases, and for the past week I have been playing through Sonic The Hedgehog for the first time (well, I have now played it about fifteen times over the last five days). This gauntlet of trial and death is fascinating. I like the excellent little curve that allows me to get about a level or two further each time. The sequel (I did play Sonic 2 in college) was much faster in one's movement around the levels, and so I find this slower trap-laden method of level progression to be more difficult. I will have to check out Sonic 2 after beating this and see how it compares after playing the first.

I guess I am a little glad for this break from current games. I am only now coming into my own as a gamer. Absorbing all of these various classics for the first time (Sonic, Metroid Prime, Kingdom Hearts, Sly Cooper) is a fun important exercise of its own. Heaven knows I can't give up gaming completely. These might still use my hands, but at least I will be beating my thumbs up instead of my other more tender digits.

Friday, April 9, 2010

(disgusted rant on social games)

So 'effing tired of hearing about designing for social games. All the special considerations! You have to bring back players! You have to make them like your game! By social we mean you have to make your friends play it to get bonuses! You really don't give a shit how they play the game as long as they send you some coins every once in a while. That's not social! Design consideration for social games, huh? Figure out how to make your game actually social! Ugh.

Friday, March 26, 2010

Acknowledging Trackmania's non-racing mode

Trackmania Nations Forever is an incredible game. And tonight I am arguing this because I came to realize yesterday that it has allowed users to actually "play" the editor. Have you ever seen a Press Forward track? This is a tm track in which a player only presses forward and they will reach the end of the track.

The editor of TMNF is very simple and powerful, letting you create any track that you have played in the game. Using a simple system of track pieces and props, you create a Hot Wheels-esque stunt track that might be very tough and narrow and slow to navigate, maybe you make a nice fast track with wide turns and many turbo-boost tiles, or perhaps you infuriate the player with a 30 minute track of death and crazy stunts that are almost impossible to complete to reach the next stage of the track floating 300 feet in the air. All of these and any combination therein is possible. But the real gems as I have discovered, are the press-forward tracks.

I find Press Forward tracks to be the result of "playing" the TMNF editor. The editor is so easy to use and it is so easy and simple to test, that people create a piece of track, press forward and see where their car goes. Then they create some more track and add a jump. Then they see where their car goes. Then they build track up in the air where their car ended up. Then they start adding more and more pieces and creating a maze of speed. This is really easy too, and it all hinges on two simple factors: testing is almost instantaneous and there is no randomness in TMNF's physics. It is beautiful.

Press forward tracks are like movie-making, but even more satisfying, in my opinion. To play a track is fun. It might be almost exactly like watching a youtube clip of a PF track, but there is a very interesting dynamic in the player always needing to press forward. Play one of the best tracks and then stop pressing forward at some point. You screw it all up and you feel as if you are backstage at Disneyland.

Press forward tracks are an interesting phenomenon created by Trackmania's wonderful and intuitive editor. I have spent more time with Trackmania than almost any other game (and it's free!). Check it out sometime, and consider the editor and what it has done. It has created an intricate alternative Rube Goldberg-machine-maker.

Saturday, March 20, 2010

The Thrill of Navigation

I have been playing, almost every day, the Just Cause 2 demo. After playing it for two days, I decided that here was a game I would be willing to shell out to get on opening day. It has been a while since I have had that urge. Oblivion perhaps? And what is even more amazing is that I am shelling out money for a game that freezes on me every time I play. I have only once reached the 30 minutes that the game allows you to play before kicking you off with a sweet enticing trailer. Every other time it freezes or just disappears. Other than that, however, I am entirely indebted to this game for getting me to play games on the PC every night again.

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I have been spending an inordinate amount of my time playing iPhone games. There are two reasons: they are simple to pick up and play for a short time and the ones I enjoy the most understand the mechanics of touch-control. I have talked about Canabalt previously, I am playing Spider again, and lately I have also been enjoying Mini Squadron. Each one is enticing to me because of the wonderful speed with which you interact with the world. In MiniSquadron, a fun little dogfighting game, you loop your plane around to dodge and attack with varying quickness, and they smartly slowed the various bullets down to the point that you can dodge them. It lends the simplicity of the game a really fun strategic element, making you stronger than such a real dogfight would ever present.

And the game is comfortable. You really feel the bullets as you fire, their sound effects joyfully punchy, and once you press down on the directional pad, it keeps track of that finger wherever it goes on the screen, always maintaining the same centerpoint. This allows you to rely on the feedback much less. Not only can you watch the plane respond to your finger, but you know it will respond as long as you have your finger down anywhere on screen. It is smart and always works in favor of the player. Indeed, even the shooting button extends noticeably past the space marked on screen. Just get within 50 pixels and you should be fine. That is strong understanding of our interactions with the device.

Spider, as I was able to present at GDC last week, worked because 95% of the game was controlled with three super simple mechanics, all of which controlled the actions of the spider. Tap to prepare a web, flick to jump with or without a web, and hold to attract the spider to your finger. I was able to rapidly explain the game to a newcomer and then go back to chatting with someone else. Fantastic! Control has kept me playing around on the iPod Touch for the last three months that I have had one. I am seeking out the latest games that use the device for all its power. A new method of interaction and navigation, that has distracted me from my DS, my PS2, and even mostly from my PC as a gaming device.

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But let us steer back to the road that got me onto navigation in the first place: Just Cause 2. I think it is a superb game (demo at least) because it lets me run, fly, and drive around a world with the simplest of ease. Using Rico's grappling hook and parachute, I can quickly transition from any form of transportation to another. I can jump out of a helicopter and parachute to the ground. Or grapple back onto a helicopter. The game does, admittedly, have slight control hiccups in these transitions. As you enter or grab onto a vehicle, you notice your normal movement controls disappear, but the developers clearly recognized that you only needed a few controls to navigate around the vehicle, and then the main controls for handling the vehicle. In the end, it works well.

I am still getting comfortable transitioning from vehicle to running to another vehicle and then jumping to a third. But I am having fun doing it. And that is why I personally play games. To experience the thrill of navigation. The developers of JC2 have made a fun game. An open world with lots of things to destroy, and plenty of vehicles to get from destructible to destructible. (And of course I spend half the time destroying the vehicles I drive.) Hopefully when I install the full game I will keep finding new thrills, or at least that this main mechanic will not wear old. [And hopefully they will resolve this major crash bug.]

Friday, March 5, 2010

GDC and the value of our lives

So I'm writing this while I still have time before GDC's massive gathering of developers. That godly mess was both inspiring and humbling last year. You realize how little one person can be in that crowd of thousands, and I cannot even imagine the numbers that do not or cannot attend. But you also realize how many people share your passion for games, whether seeking fame, fortune, or something more.

I volunteered last year and I am doing the same this year. Last year I traveled from Boston and crashed in a friend's apartment for a few hours each night. This year I am living across the bay in Berkeley. Last year I attended a few different parties and got to talk to people who had roused my spirits at the Indie Games Summit (such as Jonatan "Cactus" Söderström, who was quiet and told me he was totally disgusted by realistic violence, which made me contemplate the difference between his violent unrealistic games and those oh-so-violent mainstream AAA realistic titles). This year I plan on attending as many parties.

There was one thing in last year's events that stood out to me more than any other occurrence. I do not know how many people noticed it, but Todd Howard, the director of Fallout 3, upon receiving the award for Game of the Year, talked about how he once again missed his family vacation with his growing children. His wife had asked, as he was finishing the game for release and she was leaving with the children for vacation, if it was worth it. Then he held up the award and walked off the stage with his team. I was so struck by that moment. I still cannot say how he felt, but it seemed the most bittersweet moment to me.

What are we doing with our lives? What do we want from our lives? Is our drive to create the masterpieces that shape the world? Do AAA titles redefine who we are? Do indie games affect us immeasurably? Is that what we want? Is it more important than the people in our lives? Are the people we care most about, are they the men "in the trenches" and cubicles beside us?

I do not know the answer to these questions, and I know each person would answer differently. But I am thankful that in my development career so far, the people I have worked with and under have recognized the importance of our lives beyond games and encouraged my other sides. Games drive us, but they cannot take us everywhere. And with that extra mile beyond the limits of games, we have that much more under the hood when we get back on the road of development.

Wednesday, February 24, 2010

It's late in here, but some gaming recaps

So I am super thrilled to once again be attending GDC as a volunteer. For 15-20 hours of work I get a pass worth over a thousand dollars and all the associated networking and education and fun that goes with enjoying a gathering as epic as GDC. Not only that, but this year I get to go as a nominee for a GDC Choice Award! I still can't get over that. Nearby, at some other table, will be Double-Fine! And other big companies. But I'm still a dreamy little fanboy who just happens to have a beard and a hit title as well.

In other news, I have been playing iPhone games like crazy lately. They are so easy to pick up and play, they are so cheap, and the interface really is so simple and enjoyable that I cannot help but keep buying more $1 games. When looking for games and recommendations, I often check the top of the list, but also I frequent TouchArcade.com (they really supported Spider) and they have an interesting associated podcast that has developers on every session to talk about success and the development community. It is very weird to me that it is such a large deep platform, because there still seems to be this relatively small group of games that I ever hear about. I really wonder about simple things such as naming your game well to get recognized. It really is this next step of the gaming market.

Top games for me right now:
-Sword&Poker, a really entertaining dungeon romp in which you deal damage to enemies through poker hands. There is a free version which still has me going, so check it out.

-MotoXMayhem: I know this was one of the few games that stayed ahead of Spider when it reached its peak in the appstore, and I finally bought it a month ago out of curiosity. It's just like those billion Flash games where you tilt your motocross rider back and forth and use gas and brake to navigate a hilly course. But you know what? I've been addicted to those simple physics racers countless times. There is nothing so fun as backflipping when you're not supposed to, and then failing and watching your rider pop into the air like he's a jack-in-the-box. It doesn't use backflips/tricks enough and I wish the levels were a little more extensive, but for a dollar, it's fun to master.

-Canabalt: I cannot say how many hours I've played this game. I'm winding down on it now, but I will still put in some playthroughs every few days. A simple game, your goal is to jump from building to building for as long as you can, but through flawless art direction and subtle random game mechanics, it is just a superb gaming experience. Totally worth the $3. Completely and totally worth it.

-Lilt Line: Frustrating at times, this game tasks you with guiding a line through a maze using tilt controls and occasionally tapping to the beat. The integration of music and play makes it an engaging time, because, like Guitar Hero, if you screw up and miss a sequence, the beat dies. It uses a very abstract and trippily simple world that hits the perfect chord with the music, including the subtle effect that whenever you tap the screen, your line wobbles a little. My one major complaint is that sometimes you have to tap slightly after a beat, because the visuals don't always match with the music, and it cares more about visual alignment than musical.

OUTSIDE OF THE IPHONE WORLD
I am playing a bit of Mass Effect. It is an awesome and epic game and I immediately felt like I was almost in Knights of the Old Republic. Bioware's signature is clear. I really like the merging of gunplay and RPG and it's a gorgeous game. I will certainly have more to say later, but I will mention that I will always be amused at the demand that the largest games, no matter how serious, always work in a variety of humorous elements. Mass Effect's being the elevator music. Yeah, elevator music in some structure that's been around for 50,000 years. Don't ask me, I just play the game. Does it take me out of the reality of their universe? Totally. But at the same time, I laugh. So does that seem like a poor decision on their part? I honestly don't know. Breaking third walls seems to be more and more common these days, and their desire to link elevator music to our current humor is admirable. But does it really work? Eh, probably not. But I won't be stopping the game for that clear infraction of game fiction.

So gaming doth continue in my world, and now I have to figure out whether I want a ps3 just to play Uncharted 2. Is it really the next step in games as movies?

Sunday, January 24, 2010

work the network, a n00b's take on the industry, take 2

When people say that everything is connected, they are not kidding. Have you ever looked at the way cracks form in a window. Or the way particles are arranged. Or the layout of a galaxy? Or that everything seems to exist on a bell curve? The golden ratio is artistic and scientific and beautiful.

I am an awestruck person, and constantly invigorated by life. Life is about our connections. When we make connections we thrive. Play a couple violins and a viola and a cello and you have a beautiful string quartet. Bring some people together and you have a party. Stronger than the individual elements, right?

And isn't that why interactive entertainment/games/whatever-you-wanna-call-them are potentially the most powerful medium of expression ever? They are more than a medium, I would say. I would call them a fullium (yup, a new bad joke). The ultimate power of games is in their bringing together music, art, animation, simulation and requiring you to make them happen through your interaction.

That act of uniting all these separate elements is a worthy fight, and I wait for the game that brings together all elements in such harmony that it can affect me more than music. I believe music to be the most powerful medium. More powerful than a visual, its physical resonance actually strikes me in ways that are scary. But a good beat, a melancholy solo, a rousing orchestration, I live for a beautiful music album. And perhaps I have not felt the same with games because the demand of a game is wholly different. It is not something to let wash over you while you sit with eyes closed or as you dance with a partner in a throbbing crowd.

You are part of the game you play. The game would not be itself without you.

And so in turn the game is nothing without its developer[s]. And for a n00b in the industry, let me tell anyone still trying to get in, that the connections, the network you have, is the strongest tie you have to this field. Everyone knows everyone. Talk with people, talk with anyone. Make something with someone, and then tell others about what you are doing. I made some poor choices by neglecting various communities because of my rapid movement from one interest to another. If you like mapping, create Source maps and communicate with www.interlopers.net. They have professionals on that site, and because I only create a new map every two years or so, I missed opportunities that were hidden in that site. I randomly frequent the site. I am a second cousin twice removed at interlopers, no one knows me. And for that I did not get the chance to enter the industry right off the bat as a level designer. At www.TIGSource.com I only follow the front page. I never make games and submit them there. I don't follow the forums. If I were tight with tigsource, who knows what I might be up to.

But I do have a family. I worked at a couple game studios as an intern. I worked with MIT's incredible GAMBIT game lab. I found my current gigs through a former high school teacher's husband and the other through a previous boss. Be grateful for networks out there, and for gosh sakes, don't try and exist in a vacuum. You can, sure. But is it any fun? And is it rewarding? Who will have your back? Embrace networks. Embrace friends and family and everyone, for in the game industry, and out of it, connections are what keep us alive.

Tuesday, January 12, 2010

Life...

...is awesome and beautiful and anyone who thinks otherwise needs to stop and reassess. I go outside sometimes at night to go walk or ride my bike, and the longer I ride the more I am cognizant of how beautiful existence is. It's fucking awesome. Look around and think about every little thing that stirs, and every other little thing that doesn't appear to stir, and imagine that you can see how at levels so small it is stirring, and looking exactly like your stirring self.

I don't care what you believe in, as long as you love. Love something, anything, someone, anyone, everything and everyone. Right? If you don't love this life, if you don't let it pull you along and embrace you, then how can you say you know life well? And don't you want to know life? I don't understand those who are not in constant awe of reality. I am perhaps too in awe, but that has never hurt me. It has only filled me up to the brim.

You should be loving and living life. I live life, and I do it quietly sometimes, and other times it is loud and all my being. But in each of those moments, I am sucking it all up. I am letting life enter me. My existence is my beautiful existence and yours as well.

This life is alive. This life is yours. Isn't it fucking awesome?

Thursday, December 24, 2009

STOP DRIVING AND FLYING THE MACHINE, a n00b in the industry: take 1

So here I am, a n00b in the game industry, with a world available to me, and I thought it would be informative to relate the trials and tribulations I face as I face them. For the majority of you who don't know me, I am the figurehead of indecision. Or maybe I'm not? (Sorry, bad jokes may appear in this column.) But right now I am choosing between Tigerstyle games or Digital Chocolate. And I don't mean where to work, because I work for both right now, but which I prefer.

Let's start with a little background. I have been dipping my toes in game development for fourteen years now. I can't say I dove headfirst, because much of my childhood was spent riding my bike, reading every Star Wars novel until Phantom Menace demolished the extended universe, and focusing on schoolwork. My parents encouraged me to do well and try new activities, and so sitting down in front of a computer for twelve hours at a time always seemed wasteful of my existence.

But I knew early on, even before I was allowed to play games (I never owned a console until college), that games were this powerful outlet for art and entertainment that I wanted to be a part of. I wanted to create games that everyone would recognize and love. Entertainment. And I am still happy to find the entertainment out there. From Don't Shit Your Pants to Far-Cry 2, the player is in it for the thrill, however low and dirty. And I point out those games because they do exactly what a game should do. They have an interesting game mechanic that is well-executed and entertaining. But now that the wonderful realities of the world have appeared since college, I am stepping back and looking at my path.

What do I want from game development? At Digital Chocolate I have been enjoying the perks of a large business that tends to my needs. Even as a contractor, I am taken care of, and after the day is done, I can come home and eat dinner comfortably in my nice little apartment. I can play some PC games, do some reading, and just generally be a responsible adult with a good income. (Good income is a relative thing for someone just out of college and living in a cheap part of town.) But is contracting for a large company fulfilling for me? I cannot say for sure. I love having weekends to go out and hike and bike and see family and friends. The comfort of being able to eat a nice meal. And I'm not trying to brag, I am just stating the simple fact that, like my father before me, I am a jedi. No wait, like my father before me, working at a large company brings flexibility to one's lifestyle.

But these perks are offset by the fact that Digital Chocolate is a business. They make games to make games to make money. And that's exactly what they should be doing. Make games so you can make money to make more games. And I got a job with them! They acknowledged that I am good enough to help them make money! And I'm proud of that. I want to make people money. I really want to support the efforts of others.

But what is my goal? Because while I create art assets for Digital Chocolate, I have been lucky enough to work on Spider: The Secret of Bryce Manor. Tigerstyle games has been this wonderful garage development experience. I helped make Spider while living in my parent's house seeking out a real job to pay bills. Because Spider is one game. A labor of love by a group of people who deeply care about what we do. And so I heard the term just recently by the designer, that Tigerstyle is a lifestyle company. Spider was made because the guys had a great idea and wanted to make it a reality, not because anyone thought it would make millions. We hoped it would, but regardless, we wanted to make the game to make something awesome, not just for profit. (More specifically, David and Randy had to make the game.) That's powerful, is it not? That you need to do something because you are passionate about creation. And that is art to me. Sacrifice. Putting in that time and effort. Blood, sweat, and tears. That's what makes something a piece of art versus a product.

So right now I debate between art and product. I love art, and it takes sacrifice. Am I willing to sacrifice and strike out fully on the rocky indie development road, or do I keep this steady position that I might live a life beyond these completely unimportant games?

Sunday, December 13, 2009

Gaming as an opportunity

So I have been playing a surprising amount of GTA: Chinatown Wars. Even now, a week after finishing the main story, I find myself pulling out the DS in spare moments, loading up Liberty City, and trading some drugs. Even as I bemoan the point of games like Farmville, I find that I am drawn back into GTA just to reach for that unattainable 100%. I know I won't get there. Partly because I don't care THAT much, and partly because at my next available opportunity I'll be purchasing the new Zelda.

But here I am right now, taking random 30 minute breaks in my Saturday, trading drugs and dodging cops just to finish buying all of the safehouses in this little city. And it's terrible. I think the game is repetitive, I think its driving involves far too narrow streets, there are too many cops, I still have a hell of a time figuring out what section of the city I am in, I have trouble avoiding cars because I'm watching the GPS too closely (which is an annoying crutch). There are a lot of reasons CW annoys me, but I keep playing it. And I think it is for that sole reason that handheld games are really easy to start up and play quickly. A five-minute session is super simple. I even will gravitate toward internet games because I'm already on the web and I can just load up kongregate or Canabalt, or the link will be there as soon as I type the first three letters.

The point I find myself arriving at somewhat unsurprisingly (though I had no idea this was what I was going to say when I started writing this post), is that it matters to me a very great deal how quickly I can actually start playing a game. I don't intentionally work that way. I would rather play a wonderful epic masterpiece that takes five minutes to get into meaningful gameplay, but when there are those small opportunities to play a game during the day, I am going to pick the game that is right there in my pocket that will take thirty seconds to get into.

Saturday, October 10, 2009

The Grind

Two unusual games are on my current playlist, games that I have simply been curious about. If my tastes and preferences for games have never been revealed, then let me say this: I love doing the impossible. Those games that thrill and excite me, that strike that amazing balance of unreal existence and epic environments, I could play those games for hours on end. I play games like Pyschonauts, Fallout 3, or Mirror's Edge for the thrill of unreal worlds. To be in places that are beyond the realm of my hometown. There are enough beautiful moments in reality, enough vistas to make life wonderful. A game hits me when I know that within my lifetime there is no chance I will experience such wonder.

Likewise, games like Max Payne, Mirror's Edge (again), or Shadow of the Collosus are games to be experienced. To play with, to enjoy the fact that, as a player, I am capable of things that would never ever be possible in real-life. Situations that are not feasible. Climbing astride a beast hundreds of feat tall, clinging to its fur, and then climbing further up, that is worth my money. Or how about a gun-duel with multiple enemies? I will never in my life be in a gun duel. And I'm okay with that, because Max Payne gives me all of the joy with none of the reality of me getting shot and dying.

Many games these days are not what I really envision as games because they seem to no longer embrace the fun or the challenge. So out of curiosity I am currently playing Lord of the Rings Online and Farmville. I have wanted to know why people would play Farmville, so I joined the ranks in an effort to determine whether or not Farmville is even a game. After probably an hour of actual playtime I can announce that it is not a game. The premise is to farm a plot of land and to raise money to farm more land and add more types of crops, add random visual flair to your farm, to add neighbors, and to add, add, add! As far as I have been able to discern, there is no negative element to the game. You cannot lose, there is no series of interesting choices, it is merely the progressive collection of elements that may or may not exist on real farms anymore. I have come to the conclusion that Farmville is not a game, it is a tedious chore.

So yesterday, after harvesting my soy crop and planting a new round of seeds, I tried Lord of the Rings Online for the first time, and was slightly disturbed how similar it felt to Farmville. "Oh please, Tinuriael! We need to kill 6 of those Blighted Insects!" "Oh thank you! Here is some experience and silver!" "Oh but this man wants to see you about killing 3 Rustling Mugwumps!""Oh grand happy day! Have an old leather shoe! Now there are 8 Goblin shoes to be collected down the road which we'll trade you 6 more silver for! And if you find any vegetables to pick... Off you go, please!"

I have never really been into MMOs, but I thought I would give LOTRO a try, because I was told that it was a beautiful game with lots of exploration elements. Frankly, it is a beautiful game, and I was pleasantly surprised by the well designed environments, but was this slow grinding going to kill me? It destroyed WOW for me very quickly. LOTRO does have grinding, but at least it's not Farmville. Why not? Because you can die! You can fail, lose, get hurt, have to run away from too many enemies. It contains the very real possibility of failure, and I like that. My accomplishments in Farmville are not many, but they feel like even less, because every step I took put me closer to the accomplishments, whereas LOTRO contains steps that carry me backward, further from one destination in my efforts to seek something new. I visited Bree quickly after the world opened up to me, because I wanted to see Bree. I was quickly out of my level-safe area, but it was fun because I felt like I was giving up one quest for my own personal quest of exploration. What has Turbine done with Middle-Earth? I am finding the answers to that.

I enjoy games that give me thrills, and LOTRO has a beautiful thrilling world, but unless I can soon escape the tedium of its action, I might have to give up on another MMO. Perhaps I just don't appreciate the subtlety of MMO action, but games are my hobby, I play what I want, and I want a game that not only gives me an unbelievable world, but one where my actions are also impossibly awesome. However I can say for sure that Farmville (like too many Facebook apps) is not a game and is definitely not something I want to deal with anymore.

Sunday, October 4, 2009

E(ART)H

Okay, I'm all for clever thoughts and witty commentary and yadda yadda yadda.... BUT sometimes I find that people are trying to be clever without any actual understanding of how or why they might be clever.

Take the title of this post. This is a new bumper sticker that I've been seeing around Berkeley, that most wonderful eclectic town where half the residents still believe we live in the sixties and Priuses roam unchecked and unchained. You might have seen the E(ART)H bumper sticker as well, because clearly a few years ago someone thought that would make a great sticker, it would strike people as clever and awesome and a declaration of their love of the environment. But I don't accept it. Unless of course this is actually all a ploy by theists to show us that the earth is a great piece of art created by God. That's an argument I can understand and accept.

But I guarantee the majority of people say, "Oh looook, it's art AND earth!" It does not make any sense to me for those two, although both nice things, just don't really have any reason to be stuck together, or one extrapolated from the other. Maybe someone can explain it to me, perhaps I'm just being narrow-minded. In the end, someone is making some nice money off that bumper sticker, and that guy does not care in the slightest whether the earth is art.

Friday, September 25, 2009

Admirable



First off, I really dig this Kickstarter website concept. But secondly, I really love developers that create "games" with messages, with artistic and political intent.

One piece that originally opened my eyes to the power of games and interactivity was September 12th. The laziness of the bomb, the brightly chilling sound when you turn a mourning family member into a terrorist, and the simple but fascinating intro to the "simulation".

Also recently discovered was a game from years ago that was recently noted on TIGSource, World War 1 Medic, another game that is made the more chilling by its bright optimistic sounds.

Game developers have messages they want to get out, and the best games take a slice that hits you, whether it's due to amazing controls or chilling actions. That is the goal of a game developer, to make you feel. And I hope that The Unconcerned can make your actions mean something like in September 12th, or ultimately mean nothing, as in WW1 Medic, both games revelatory in their own ways.

Monday, September 21, 2009

Tutorials

How the hell do you make a multiplayer tutorial? I have been pondering this for a few weeks now, because I think that it is indicative of the delicate balance required for all the elements of a multiplayer game. I am working on a Team Fortress 2 map, and I'm finding myself continually reworking the level, knowing that the spacial layout is key. But I was also playing the game a bit and I really took notice of how different the learning curve is between single- and multi-player.

In a solo linear game, even in a nonlinear game, you can introduce players to each concept, slowly ramping up the difficulty and complexity of the scenarios/levels/missions. In a multiplayer game you are introducing a player to the game, explaining the basic concepts and then throwing them out to the wolves. Play Team Fortress 2, Call of Duty 4, or, heaven help you, the venerable Starcraft, and the multiplayer games will hand your ass to you several times over before you give up in frustration or finally catch on to a trick somewhere and then slowly climb the tree of experience.

Multiplayer has never been for the weak of heart, but often hardcore games do try and ease you into the challenge over time through different methods.

Firstly, many games have a singleplayer mode. Starcraft you can train by playing through the campaign. I faced as tough a time at the end of Brood War that I faced online. Then again I never surmounted either Brood War or multiplayer SC; instead I conceded defeat against such brutal opposition. With Call of Duty there is also singleplayer, and many major games place just as much importance on the woven yarn as the multiplayer arenas.

Other games have excellent Bot modes. Unreal Tournament and its sequels have always been favorites of mine because they have excellent bots that you can play through the game as if you were playing an online match, but instead you play against whatever skill level you wish.

And finally, other games simply have tutorials, videos, or text and images to tell you what you should do when you're thrown out onto the field of battle. But these are the least helpful, frankly. Team Fortress 2 works with such simple tutorials because every element of the game is so plainly presented in the game. When you are a pyro, you immediately know you're a frontline soldier, intended to torch the enemy, and that's all you really need to do. You can see a giant glowing enemy signal, go to it. Play the doctor and you know right away what to do because as soon as you enter the game someone is yelling for a doctor and an arrow is pointing toward them.

The more complicated the game, the more complex the introduction, the more effort is put into singleplayer. Indeed, as I ponder, I am realizing that a game like Counter-Strike can throw you right in, because there is a simple goal and a simple mechanic to CS, it is the balance, the delicate interplay of all the little pieces, that make CS such a joy to master. People play CS for the challenge and if someone does not like CS, they will know it right away.

Likewise, when someone does find a mechanic they enjoy, they will stick with it. It just has to get easier. A player has to get better at a game. They have to feel progress. That is the joy of learning a game: the growth of the player.

Therefore, a multiplayer tutorial needs to reveal a game's central mechanic and hint at the strategies untold. A tutorial merely needs to explain the central tenet of the game, and if you cannot do that in a sentence or two and a couple images, then perhaps it's not the tutorial that needs fixing. The player needs a revelation merely by grasping the main game rule. And once they say, "Ahh, that's a clever concept," or, "Yes, I want to experience that," then the game must have the depth waiting on the other side.

So now it's the other side of the column for me, so thanks for reading. Next up: I have absolutely no idea.

Thursday, September 10, 2009

Amidst the fallout

I finished Fallout 3 a few days ago and thought it was a pretty solid ending. I will have to go back and play through things a bit differently, or realistically I will move onto another game and never look back, because I don't often return to games that I've actually gone to the trouble to beat. I am curious about the evil path (I always take the good path) so perhaps Fallout 3 will finally be the game to bring me round to a second playthrough.

Scratch that, there is another game I've played multiple times, possibly my favorite: Max Payne. Both the first and its sequel were immense pleasures to play and I reluctantly await round three. I've written previously about the location of MP3 and the attitude of the game, but I wait to see what they end up doing with it.

In other news the awesome Flixel Bros, Adam Atomic and Danny B, have released another awesome little time-waster. Canabalt is a simple procedural, six-tone game in which you're playing a one button, sidescrolling Mirror's Edge. All you do is jump obstacles and leap from building to building, crashing through windows as you gain speed, allowing you to leap the greater distances as the buildings grow farther apart. Fun for a short time or a bit more than that, I highly recommend the minute it takes to click on the link and get hooked.

Speaking of Mirror's Edge, I finally was tipped off by my girlfriend to a coupon that saved me half the cost of the ME map pack, so I grabbed the new time-trial maps the pack has to offer. They are slick levels, ditching the cities for giant floating boxes that feel like they should be designed by VW and Apple's lovechild. The levels are fun and challenging, just what I like, though I need to give them some more time to truly appreciate the $5 I added to EA's pockets. DICE did well, and I think that you should give Mirror's Edge a chance if you've never done so. [Factoid: I applied to intern at DICE, but this was when I had absolutely nothing on my resume that would make an international developer such as DICE recognize me as anything but ordinary. I still might feel that way, but my resume grows steadily, nonetheless.]

next week on []Musings: I discuss singleplayer vs. multiplayer tutorials.