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March 19, 2009

The Artful Times, Issue #1

tass_times_newspaper

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.

June 12, 2008

Some Canadian Bacon: Carrington Vanston’s 1 MHz Podcast

Although I recognize that the readership here is international, I do owe some amount of recognition for Canadian writers, gamers, and fellow agent provocateurs. That being said, Carrington Vanston has continually impressed me with his 1 MHz Apple ][ podcast. I’m equally impressed by some of his writing on video games. Critical yet fair, the insights he has into video games always provide me with the kinds of creative inspiration necessary to think deeper about gaming.

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February 15, 2008

That Great Whore, Game Cabaret!

cabaret dali
Imagine sitting in a private room of a smoky nightclub at the turn of the 20th century: the lingering flints of ice in your glass of scotch have disappeared into the tawny depths, your stash of cigars is running dangerously low, and the conversation that began with The Great Train Robbery of 1855 has drifted towards… topics of dubious morality. A man at a nearby table cat-calls at the waitress who turns and returns a sultry wink. You drunkenly stumble towards a table in the far corner of the room. The shadowy inhabitants push a chair over in welcome.

The bearded man in the top-hat leans back and says, “Have a seat. We are discussing the intricacies of Sophocles, Goethe, and Zelda. We call it The Game Cabaret.”

“Why yes. Yes, indeed. In fact, my dear colleague was just commenting on his recent viewing of the motion picture Cabaret and its use of psychological realism. You really must view a celluloid some time – they are quite stimulating!”

Ashamed, you confess that you have not been to viewing of one of those newfangled photographic contraptions yet.

The balding man to your right turns to you and exclaims, “Ah, but then you must try video games! They are quite superior! Why, I was just speaking to my colleagues about repressed homoeroticism in R-Type. I am a reader of Freud, mind you. Care for a cigar?”

At that, the table erupts in laughter.

“My dear colleagues! Let’s not trouble our new friend! Please, have another scotch and join our discussion at your leisure.”


Yes, I am writing for this new blog, Game Cabaret, with my friends Gary and Gnome! Expect the kinds of racy, self-indulgent, indolent posts that I’d never be able to write here. My latest article is seriously on the repressed homoeroticism of arcade shooters.

January 27, 2008

Writing Worth Reading: Write the Game

Bubble Bobble EndingAlthough Keira posted a comment several months ago in response to the rather dystopian sketch I scribbled of the BioWare sale, I accidentally overlooked her blog, Write the Game, until recently. A writer, musician, composer, and seasoned gamer among other things, Keira Peney has the uncanny ability of consistently writing thoughtful and organized articles.

I’ve spent the last few days reading her impressive back-catalogue of posts and while I think all of them are certainly worth your time, her six-part composition on the history of video games stood out for me. These articles demonstrate Keira’s intimate knowledge of retro games, a keen eye for details, and impeccable research skills. For someone born in 1984 (the year of King’s Quest I, Championship Lode Runner, and Seven Cities of Gold) she sure as hell knows her Dune II and Command and Conquer – two games that I spent countless hours playing and subsequently debating about with my junior high school friends. If you’re at all interested in reading a thoughtful piece on the history of video games (and their developers) with some interesting analyses, be sure to read the entire series of articles (start at the bottom).

Edit: Keira posted a reply to the lively ongoing discussion started by Michael over the Brainy Gamer on “photorealism” in video games. I’m hoping to continue the discussion in my next post, and attempt to outline some new ideas on the subject.

January 16, 2008

Blogs worth reading: Digital Tools

Martin, author of Digital Tools Magazine, recently contacted me and I wish I had found his site sooner! Martin’s short and eclectic articles bring together an impressive range of writing, from in-depth interviews with a wide range of developers, to technical inspirations normally found in the workshop of a mad clockmaker. His interests in the mechanical, retro, conceptual, and algorithmic, should inspire any fellow artist or creative mind to pursue their own unique development style. I found his how to make games article particularly interesting because he describes four very different methods of development that generate, in my opinion, four very different kinds of games. It goes without saying that certain kinds of games demand certain development methods – for instance a 50-hour RPG won’t be very interesting if all you do is spend your time on the engine without a strong, suitable narrative (ahem, I’m looking at you Oblivion!).

January 10, 2008

I’m Lovin’ It: Doc Love’s Blog

Half-Life 2 Wallpaper
Pictured above: Half-Life by deviantart member buzzt

Every once in a while I come across a thoughtful, well-written blog that I keep up with. Recently, I came across Doc Love’s rather unassuming blog. Like Michael’s thoughts over at the Brainy Gamer, Doc Love reflects upon the past, present and future of video games as a gamer and a cultural scholar. The latest post focuses on understanding the experience of playing Half-Life 2 – through the lens of dystopian literature and film, and through an examination of the player’s part in assuming the role of the protagonist Gordon Freeman. The links Doc Love draws between Blade Runner, Orwell’s Nineteen Eighty-Four, and the game are all apt of course, but I am more struck by the way the article is framed through Barthes’s essay Death of the Author. (more…)