Game Industry

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Yesterday I happened across an article about comic books in a local newspaper (See Magazine for fellow Edmontonians). In his fantastic article (please, read it first!), When Do You Call a Comic a Comic?, Kenton Smith reasons out the essence of comic books. Kenton laboriously works through all of the usual options: it is an expression of the imagination through illustration, a “juxtaposition of words and pictures”, a non-linear narrative medium, a dynamic moment expressed in a static frame?

All of those answers – yes they are, and no they aren’t, X – get us no closer to answering his initial question. And that’s the same question we’ve been trying to face for years in the gaming world. When do we call a game a game? Michaël Samyn and Auriea Harvey’s (Tale of Tales) creations The Endless Forest, the Graveyard, and The Path all provoked a response from gamers. Some praised their willingness to experiment with what has become a starkly conventional medium. Others simply raged with incredulity at what they saw lacking in terms of gameplay, while others said things akin to, “I want to tell you that, in its most banally distilled form, The Path is a game about exploration, risk, patience and vulnerability – but I’m hampered by the obvious fact that The Path is just not a game. At all.”

That last response is the one that interests me most. In some ways, it reflects the problem that Kenton Smith runs into in trying to define comic books in terms of their essential structure. Although Kenton is obviously sensitive to the importance of a reader’s experience in defining what a comic book “is”, he does not approach the question that way. Similarly, I think that most of us get caught up in using language that tries to define a game as “a thing” rather than as a kind of experience that we have. We create a problem for ourselves when we think of games only as things with definable properties separate from ourselves, when really no problem exists at all. We continue to try defining games as objects with properties – as Igor Hardy attempts to do in this recent article on adventure games – and end up confusing ourselves over what they really are for us. In this article, I provide an alternative to the current understanding of games, and hope that it gets us out of this foxhole.

(Note: Chris Crawford’s wonderfully written The Art of Computer Game Design is a step in the right direction I think, but not a complete one)

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I’ve been dying to review Policenauts for months, but wanted to try something slightly different since it was an unpaid, unofficial, translation team that took on the job of translating this Japanese cult classic into English. I managed to track down Marc Laidlaw, the lead translator on the project, who was generous in answering some questions I had about the game and the localization process.

The editors and writers of 4colorrebellion were gracious in offering me a space for such a wonderful interview. Specifically, I wish to thank my friend Jamie Love for his hard work in setting me up over at 4CR, and putting together the entire article in its final form. Head over to my 4colorrebellion article to read the entire inter-review.

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mechner_chahiLurking quietly in the background of almost all side-scrolling adventure/puzzle games today, are the two giants of my childhood: Jordan Mechner and Éric Chahi (and I would add a third: David Crane, and a fourth: Paul Cuisset!). Mechner, the auteur of Karateka, Prince of Persia, and The Last Express among others. Chahi, the creator of Another World (Out of this World) and Heart of Darkness. Although it is easy to come up with visual or gameplay similarities between both developers, Dieubussy of the CoreGaming network puts it just right: Jordan Mechner and Eric Chahi’s games are part of the same spiritual nexus that cannot be reduced to a single game element. Anyone who plays the aforementioned games, whether they like them or not, has to be astounded at the highly focussed and concentrated design efforts involved. Rather than depicting (or representing) the narrative and environments through photorealistic visual styles, both authors refined subtler and more suggestive/evocative visual styles. The best adjective that I could use to describe their games is “strong”.

A developer himself, Eric Viennot has interviewed Chahi and Mechner, each answering the same question. It is an interesting opportunity to see how two authors who may share a spiritual style, living on opposite sides of the ocean, come up with different answers. I firmly believe that a game can (and must!) be understood and enjoyed without referring to the life of the artist or their opinion, but for those who have already played their games and admire their artistic styles, the interview is a goldmine. This is part of a series of interviews that Viennot has done of the giants of gaming… a prior interview between Frédérick Raynal (Alone in the Dark) and Paul Cuisset (Flashback: The Quest for Identity) is just as fascinating. I hope that you can read French – if not, try out one of the various translators (Google translate seems to do an okay job)… otherwise, Gamasutra is in the midst of translating the latest interview into english.

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7:19pm.

My sandals are unevenly clacking down the marble floors of the Moscone Center South as I run towards the Independent Game Festival award ceremony. Late again. Anticipating the room’s layout, expecting a few hundred hardcore indie developers and their fans, I plan to quietly sneak in and find a seat in the back. A yellow-shirted Conference Associate greets me at the door, and kindly waves me in.

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I’m not much for hyping up news, but I came across quite a few exciting stories this week. Because writing ‘feature articles’ is so darned difficult, I thought that an occasional ‘Artful Times’ newsletter might be a fun way to end the week :)

GDC ‘09

The 2009 GDC begins next monday, and I’ll be there! If you’d like to get together for a lunch or coffee, please drop me a line. This is my first GDC and I plan to document the whole thing as well as do a handful of interviews while I’m there. I’ll post whatever I can here during the week!

Lovin’ Rhythm

parappa_the_rapperJamie Love posted a very enjoyable interview with japanese rhythm master Masaya Matsuura, otherwise recognized for his brilliant PaRappa the Rapper series that initiated the whole ‘rhythm game’ genre. Matsuura does not appear often in interviews, and his insights into Western (and japanese) gaming culture are poignant. In response to the idea that we, as gamers, tend to idolize certain characters and games from our past that are nonetheless exploited commercially in sequel after sequel; sacrificing our personal values for profit, he says:

We should talk about cultural values and proprietary values separately. Nowadays, nobody really has the idea that “Copies” are worse than the “Original” anymore. When I think about that, it is no wonder that new ways of thinking about possession will be eventually spreading and changing. When, for example, we have a million seller game, it is difficult for us to decide if there is only one main character, or a million of them, but for now we should appreciate that both assumptions can be held as valid.

I think companies and/or producers have a tough mission to bring imaginary characters to life both culturally and proprietarily. Also the imaginary character will doubtless become increasingly realistic and tangible in the near future. Then we will be forced to rethink how we treat them once again.

(Apologies for the news image – I couldn’t help myself)

New Bible Unearthed; Church of the Mushroom Cloud Believers Deny Existence

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Over at the IDGA Game Preservation Mailing List, Elliot Davis mentioned that someone has posted a scan of the complete design document for the cancelled Fallout: Brotherhood of Steel 2 game. We all know that Brotherhood of Steel was a terrible followup to Fallout 1 and 2, but apparently BoS was only intended to cover the costs of the game engine. BoS 2 was the game that Interplay wanted to pursue – but filed for bankruptcy before production could begin. The design “Bible” reads like a D&D campaign manual and features a lot of previously unseen sketches and artwork consistent with the Fallout universe. I suggest getting it while it’s hot – who knows how long it’ll be before the nasty C&D letters are fired off.

“Ifnkovhgroghprm” actually means “Nikstlitselpmur”

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AGDInteractive let me know that their amazing re-makes of King’s Quest I and King’s Quest II have been once again remade! The artists have went back to them and redrawn all of the background art at high resolution, and made improvements to the music and speech packs. (Not to mention that their website was re-designed and re-launched by the wonderful Eriq Chang). After investing thousands of hours in these projects, their efforts have finally been ‘rewarded’ and recognized by Activision (the company that swallowed up Vivendi & Sierra On-Line’s properties): in a newsletter AGDI said, “We were informed that Activision would honor our outstanding agreements with Vivendi by allowing us to finish our pending contractual projects, but that we will not be granted permission to start any new Sierra remakes in the future.” Bad news: we won’t see a King’s Quest IV or Quest for Glory remake. Good news: we’ll see Himalaya Studios work on their own original ideas and hopefully see a new adventure game in the next couple of years!

(and if you recognized the title of this news item, you’ve played too much King’s Quest)

A History of LucasArts – Thankfully not written by George Lucas

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Although the book was released in December 08, I somehow missed it! Rob Smith, the editor of PlayStation magazine, writes the history of LucasArts and fills it with amazing (previously unseen!) production artwork and paintings. I have some strong attachments to LucasArts, despite their 10 year dive into obscurity. The years between Maniac Mansion and Grim Fandango punctuated some of the best gaming experiences of my adolescent and post-adolescent life. Even now, when I load up Loom and Sam and Max Hit the Road on my Nintendo DS (thank you ScummVM!) I am reminded that true mastery involves insight and constant revision. I’m looking forward to reading this book; if you have read it, please chime in with your (dis)recommendation. This seems like a nice coffee table book, especially with the glossy photos inside.

Home of the Underdogs Revived After Being Euthanized

hotuAnd I wasn’t planning on announcing this for at least another two weeks, but my good friend gnome das Gnome’s Lair beat me to it ;) After Sarinee, the old curator and creator of Home of the Underdogs (a site devoted to posting ye olde abandoned games) lost HoTU due to a mixture of disinterest and her web host dying, a few folks from the community decided to lend a hand and get it back up to speed. There are several ongoing revitalization projects, but the one that has caught my attention the most is HOTUD.org – a complete revision of the site using Joomla and community-driven content. The site is currently in an ‘alpha’ stage and you should not yet start posting reviews/content, but if you’re as excited as I am about the project, head over to the forum to keep an eye on the site development. We’ll let everyone know there when it’s ready to rock’n'roll.

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It has been a long time since I had something worth posting here, so I hope I don’t disappoint with what I think is an utterly fascinating story. Yesterday, Andy Baio of Waxy.org posted a story reminiscent of a game archaeologist’s dream that he pieced together from internal e-mails, design docs, and prototype builds all culled from a network drive image of Infocom’s shared network hard drive. Yes, someone made an image of the “Infocom Drive” before splitting from the company in 1989 and has kept it safe for all these years. Revealed on the hard drive are (quoting Andy):

design documents, email archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made.

So why does this matter? Because he went through the drive and weaved together the tale of why Milliway’s: The Restaurant at the End of the Universe was never completed nor released. If you have not played the excellent Hitchhiker’s Guide to the Galaxy IF game (designed and created by Steve Meretzky and Douglas Adams) you’re missing out on a crucial piece of computer game history and a damned fun (difficult!) game. I’ll let Andy tell the story, except for two points:

  1. It tells the story of a venerable game company in decline; crisis even. Being 1989, Infocom had already merged with Activision and Milliway’s had been languishing since its inception in ‘85. The company closes with not a bang…
  2. It comes with a playable prototype of Milliway’s (!!)

Comments from the ex-Infocom folks on the story seem to agree with some of Andy’s story, however it is quite clear that there is more to this than meets the eye. It will be interesting to see what comes of this in the following weeks, as it quite clearly has ruffled a few feathers – and for good reasons.

Thankfully Jason Scott’s new documentary, Get Lamp, is scheduled for release some time this year. I suspect that his own exploration into the world of interactive fiction, complete with interviews of major designers and programmers, should be just as utterly fascinating just as his epic BBS: The Documentary was.

 

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oregon trail
Image courtesy of gaygamer.net

Although I initially reported on Periscopic’s excellent re-envisioning of the Oregon Trail some time ago, the game managed to garner nearly universal acclaim from gamers and critics alike, most notably indiegames.com who ranked it #19 in the top 20 freeware adventure games of 2007.

It took me a little while, but I managed to get a hold of Periscopic’s co-founder and Head of Conceptual Design (not to be confused with the Head of Impressionistic Design) – Kim Rees. Kim ever so kindly rounded up the crew to give us a peek at how Thule Trail was built from concept to finished product. Much thanks goes to Dino Citraro – Periscopic’s other co-founder – who invited me to ask a few questions about the game in the first place. The sheer craftsmanship put into this game is stunning and is a testament to how the right kinds of collaborative relationships in game development can lead to great things – but I’ll let our Oregonian friends over at Periscopic describe how that works… Read the rest of this entry »

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Ultima VIII introPictured above: ‘The Destroyer of Worlds’ holding the Avatar in the palm of his hand, in Ultima VIII: Pagan. It is no coincidence that Origin’s tagline was “We Create Worlds”.

In the excellent Escapist article The Conquest of Origin, writer Allen Varney paints a picture of the rise and fall of Origin Systems Inc., the creative masters behind series such as Ultima and Wing Commander. Throughout the article we are shown how Origin gradually loses its managerial and creative control as (in)famous publisher Electronic Arts asserts its corporate dominance.In the light of that story, I was concerned when I heard the news that local developer BioWare Corp. was purchased wholesale along with co-conspirator Pandemic Studios in an $855 million-dollar sale. The question resting on everyone’s lips was, of course, what does the purchase mean? Ray Muzyka and Greg Zeschuk seem to be claiming outwardly that the sale is the best thing for their company and that they “believe in [EA CEO] John [Riccitiello]’s vision”. Others are more concerned about the purchase; there is no shortage of doomsaying, fear-mongering, and other generalized anxieties of EA.

The question is of course, how can we make some sense of the purchase? What might the purchase mean for the future of BioWare/Pandemic, the future of role-playing games, and PC gaming in general? In this article I try to make sense of the purchase by looking at some of EA’s corporate history, their modus operandi with the companies they’ve owned, and the vision that CEO Riccitiello has for the monstrous game publisher. Read the rest of this entry »

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