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July 5, 2008

GameSetLinks: Weapons For Benny

Ah yes, GameSetLinks returns for the weekend, headed up by some fun and games about Too Human, ahead of its release - seems like issuing a challenge was a bit red rag/bull-ish for Internet crazies.

Also in here and markedly more sensible - weapons being sent to game journalists, game writing surveyed, a Korean steampunk MMO poked at, a Namco micro-game collection to drool in the direction of, and more.

Yakety sax:

YouTube - too human vs. benny hill
Denis Dyack pre-emptively going on GAF has driven the fanboys to distraction, hence this - also see silly GIF mashups.

Infinite Lives » Fact: PR frequently mails weapons to games journalists
Weapons sent to journalists - THE LOWDOWN.

PressSpotting: What reviewers can say and when - GameSpot News Blog - Gaming News and Videos
Excellent media column, still a little lost on GameSpot, but glad it exists.

Kotaku: 'Marker Man Adventures: Majesco's Marker Man Adventures Sounds Crayon Physics-ish'
IGF influences, if not overt licensing - clones are easier, mm?

b3ta.com Photoshop-manglers on Wii Fit, post-chip shop
Not mature, still somewhat funny.

Barnett On: Why I Don’t Go To GDC | Rock, Paper, Shotgun
Actually, there's a lot more 'Vision'-style stuff in GDC than there used to be - and this is interesting, hence linkable.

Gametrailers.com - Bokura no TV Game Kentei - Japanese TV Spot
Hey, nice, a Namco oldskool version of Wario Ware for DS, more or less - via Frank

1UP: 'Has Game Writing Finally Come of Age?'
Ahem, 1UP fast becoming best feature site of major consumer game sites.

AVING USA on Steampunk MMORPG Neo-Steam
Ooooo, steampunk MMO - if very Korean, and with adorably mangled English interview from AVING.

Monster Hunter Toys Take Over Akihabara | Game | Life from Wired.com
Nice round-up of geeky game stuff in Tokyo, innit?

Column: Welcome to the GameSetWatch Comic - 'The State of Things'

['Welcome to the GameSetWatch Comic' is, once again, a weekly comic by (or posted on behalf of!) Jonathan "Persona" Kim about the continuing adventures of our society, cultural postdialectic theory, and video games.

A little note from Persona this week: "I had a friend do a comic for me this week while I was at Anime Expo selling my comic stuffs. It's about the soon to be released Sonic Unleashed and the sorry state of Sonic. If you want to write up a little info about my friend for the entry, his name is Radrappy and he posts on the Visublog (http://visublog.mechafetus.com) along with the rest of my buddies. His hobbies include crying over what the next Sonic game will be like, while simultaneously having hope and great despair in his heart for the state of Sonic Team." Fair enough!

He actually has head cancer

[Jonathan "Persona" Kim is a character animation student at the California Institute of the Arts. When not working on doujinshi material, he continues the Mecha Fetus revolution on the Mecha Fetus Visublog.]

Opinion: The Hardcore Niche

[In an impassioned editorial from the June-July 2008 issue of GSW sister publication Game Developer magazine, EIC Brandon Sheffield tackles the realities of the changing video game industry, as online social worlds such as Club Penguin and Habbo Hotel start to surpass traditional gaming in reach.]

The video game market is changing incredibly quickly right now, probably at the fastest rate since the big crash of the mid-1980s.

Not only is the market expanding to include women and casual gamers once again, the definition of what constitutes a game is expanding. I wouldn't say it’s expanding within the minds of game developers, but it is expanding in the context of the mass media and mass consumers, and that’s who drives the market in the first place.

As sick to death as we all are of talking about microtransactions, free-to-play MMOs, and casual online spaces, the advent of these things is changing the game landscape for good, whether we like it or not.

Interactive Media - At Face Value

The lines between an online community portal and an MMO are blurred to the point of being indistinguishable. Consider the numbers — Audition Online has tens of millions of users worldwide, and a dedicated TV show in Vietnam. Kart Rider has tens of millions of users. Ditto Habbo Hotel and Club Penguin.

Traditional games - like most people reading this are developing today - may never be able to reach that large of an audience. Our games are too focused, too hardcore, and bear too much of the stereotype of “gamer.”

Right now, Halo 3, Grand Theft Auto IV, and World of Warcraft are considered our blockbuster titles, and flagships for the industry in popular culture. But when you think about it, it’s still just shooting aliens, playing gang banger, and swinging your sword in the forest.

Boiled down to their essentials those things appeal to a very limited group of people, and the complexity of game controls prevents even blockbuster movie attendees, whom we should be attracting, from playing these things.

At least, that’s the common line. But is that really the case? Do aliens, wizards, and soldiers really make a piece of entertainment inaccessible? Many millions of people went to see the Iron Man movie over the past two months, and a large percentage of them have probably never picked up a comic book in their lives.

Why is it that people will go see The Lord of the Rings' movies, but many of them will not play the games?

The Real Mass Market

It’s common knowledge that game controllers are intimidating, that consoles have a certain stigma to them, and that most mass market consumers consider games to be either a waste of time, or actively detrimental.

These can all be debated until the end of time, but the perception exists, and either that has to change (Nintendo is doing good work there), or we have to change. Otherwise we’ll end up with a comparatively small fraction of a growing market.

Will it be possible to make a game like Assassin’s Creed or BioShock in 2015? It’s already becoming difficult to justify large budgets for single-player experiences, and it stands to reason that it will get more difficult as time goes on. What does that mean for developers of these games? What happens to the concept of a game auteur?

One possibility is for these hardcore games to essentially become the art-house cinema of the video game world, which would be odd, as that’s a role currently filled by indie titles.

Interestingly, never has the film/game analogy worked less well than it does currently. In the PS2 era, you could correlate Grand Theft Auto III with a movie blockbuster, and Ico with an art-house film.

But now, in terms of scope, money, and global social impact, Kart Rider or Club Penguin would be that blockbuster, and Call of Duty 4 would be the art-house equivalent, though content- and budget-wise Call of Duty 4 is much more your traditional blockbuster material. Something seems awry there.

The fact is, these simple-to-play social experiences are here. They’re growing in popularity, they’re dwarfing our multi-million dollar projects that sell through to 5 million people at max, and they cost a fraction of the price to make.

With the market expanding as it is, and the dollars going where they’re going, the $20 million budget bestselling console title of today is going to be the hardcore niche title of tomorrow, art-house or not. Unless development costs get significantly lower, it seems we have an online future to look forward to.

New Things Are Stupid

To wit: online games are taking over, and I, curmudgeon that I am, don’t really like it.

Certainly there will always be the hardcore players that will want that deeper experience. There’s no doubt about that. But the question is: in an industry where we’re getting our asses kicked financially by web developers, of all people, who will pay us to make it?

July 4, 2008

Best Of Indie Games: Those Independent Brain Benders

[Every week, IndieGames.com: The Weblog editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days, as well as any notable features on his sister 'state of indie' weblog.]

This week on 'Best Of Indie Games', we take a look at some of the top independent PC Flash/downloadable titles released over this last week.

The goodies in this latest version include three cool browser games, a freeware adventure game and an action game with distinctively unique puzzles - and all games mentioned in this edition are guaranteed to give your brain cells a thorough workout.

Game Pick: Nanobots (Erin Robinson, freeware)
"A very neat looking freeware graphic adventure, from a female developer and contributor to Dave Gilbert's Blackwell series. The game was also scripted by Resonance developer Vince Wesselmann."

Game Pick: 'Boat House' (GUMP, browser)
"A new escape the room game by the developer of Rental House and Guest House. The story pretty much starts off from where your last adventure ended, and once again you'll be presented with a number of cryptic puzzles in a traditionally fiendish adventure game style."

Game Pick: 'Bingo Area' (Yoshio Ishii, browser)
"A small web game by the developer of Cursor 10 and the Hoshi Saga series, in which players will be required to select one or more cities from the map of Japan to match the level quota. Sounds complicated, but it only takes a couple of clicks to figure out the pattern."

Game Pick: 'Bowja the Ninja 2' (Robin Vencel, browser)
"Bowja the Ninja 2 (in Bigman's Compound) is the sequel to the similarly titled puzzle game from Pencilkids. Your mission objective is basically to infiltrate the enemy's hideout, disable their satellite system and find a way to escape, armed with only a bow and a quiver of arrows."

Game Pick: Virtual Silence (Virtanen, freeware)
"An action game where the player takes control of a young boy named Jason, who has to sit through a series of experimental tests in a virtual world, under the watchful eyes of his caring mother and an unnamed doctor."

COLUMN: Chewing Pixels: 'The Gamer’s Confession'

- ['Chewing Pixels' is a regular GameSetWatch column written by British games journalist and producer, Simon Parkin. This latest instalment gets right to the heart of ecumenical matters.]

Bless me Father, for I have sinned. It has been longer than I can remember since my last confession. These are my sins:

I killed a man. No, too modest. On every continent and in all countries, across centuries, worlds and dimensions, in times of war and times of peace, my trail of dead is one frag short of endless.

I masterminded the genocide of countless Civilizations and annihilated every city on Earth each time I booted up Defcon.

I’ve committed patricide in Lego Star Wars, matricide in Final Fantasy VII, sororicide in Bioshock (little sister had it coming) and pesticide in Viva Piñata.

I colonised America in Anno 1701 and killed all of the Indians (but hey, if it works in my favour, I did help put an end to World War II around 73 million times).

I blew up a sheep in Worms. Come to think of it, I blew up a worm in Worms. I wiped out all of the ants in EDF2017, all of the bats in Symphony of the Night, all of the mice in Chu Chu Rocket and all of the light in The Darkness.

My Nintendog ran away.

I vandalised Shinjuku in Jet Set Radio, jaywalked in Frogger, tore down the Empire State Building in Hulk: Ultimate Destruction and, last week, I rolled up London in a Katamari. I’ve let Sim Cities run to ruin and left the weeds to choke town Animal Crossing. I couldn’t be bothered to tidy up Tetris.

I’m a Thief. I've stolen gil from every NPC house I ever walked into, plundered every treasure chest I stumbled across, took coins from the bodies of every foe I ever felled, but still I never gave to Assassin’s Creed’s poor. I stole from Oblivion’s beggars.

I coveted my neighbour’s World of Warcraft account, then bid on ebay for it.

- I made Lara crawl when she needn’t. I solicited sailors in Shenmue, ran off with my neighbour’s wife in Fable and kissed an underage boy in Bully. I rode a horse in G1 Jockey.

I punched all of the girls in Tekken, kicked them in the tits in Virtua Fighter and felt them up in Leisure Suit Larry. I never touched Princess Peach, honest, but I'd be lying if I said it wasn't heroism on a promise. Um, that probably goes for Zelda too (although, somehow less so).

I’m a Spornographer.

I've driven DUI in Liberty City, scratched the paintwork off a Ferrari F355. I fired a purple shell; I bought Driv3r.

Rock Band: guilty rhythm; Dance Dance Revolution: two left feet; my crimes against the fashion police are numbered exactly as the games in Square-Enix’s portfolio.

It’s been 185 days since I turned on WiiFit. As Solid Snake I smoke 60-a-day. I worked briefly as a surgeon: they dubbed my practice, ‘Trauma Center’.

I didn’t cry when Aerith died; I walked the Lemmings off the cliff.

I’m sorry: I dropped Yorda ☹

I tried ever so hard to love my neighbours as myself in The Sims. Then there was this party and they said they were leaving but their path-finding routines meant they couldn’t and they all ended up dead on my living room carpet. I’m not sure what happened there. It was weird. Sorry.

I've sinned virtual sins too numerous, elaborate and convoluted to imagine; my Xbox achievement points are less a measure of accomplishment than a public litany of wrongdoing. I'd be going to hell if I hadn't just got back from a killing spree there. Three times over. (Doom, Diablo and Disgaea).

So forgive me Father. I am truly sorry for these sins and all the sins I can’t remember (that’s my bad: I’ve been skipping Brain Training).

GameSetLinks: Plush Donkey Stalks Valve

Ah yesh, a delicious three-day weekend for those of us in the United States.

But of course, GSW will be with you throughout, thanks to the power of queuing well in advance and then letting auto-posting do its job.

Wandering around the GameSetLinks mix this time - stalking Valve at closing Starbucks, a Gridrunner+++ XBLA video I didn't notice previously, Wall-E in Arabic, Jon Mak's TOJam game, more iPod games of some interest, and lots more.

Doh reh mi:

YouTube - Plush Donkey plays Grid Runner+++
Totally missed this from Feb, a typically weird Minter-esque preview of his next XBLA title - via Rlan.

Kotaku Stalku: The Shocking Coffee-Drinking Habits Of Valve EXPOSED
We need more journalism like this!

MangaGamer.com - localized Japanese hentai games.
A new source of digital download, localized Japanese PC gaming (NSFW when you enter site) smut, I see.

Marketwire: GamesRadar Releases a Free Videogame Data API
'GamesRadar, Future US, Inc.'s online gaming information site, has released a free and publicly available games data API' - very interesting idea, not sure on monetization, but nonetheless...

Rolando by Handcircus - coming soon for iPhone and iPod touch
Just sliiightly LocoRoco, art-style wise, but different gameplay control techniques, so hey.

Games 2008 | Toronto Game Jam | TOJam
Mustn't forget to post this - another great local game jam, and a crapload of neat games, including a Jon Mak doodle, even.

PWN or DIE - Gaming Videos, Cheats, and Reviews
New game site from FunnyOrDie folks (Will Ferrell and friends). Hmmm.

GSW Column - No More « Save the Robot - Chris Dahlen
Sorry to see Chris go - I think he was hitting the sweet spot, but subtlety doesn't always lead to comments, I guess.

Wall-E Is the First Arabic Language Next-Gen Game | GameCulture
Interesting catch.

Choose Your Own Adventure from 1UP.com
'The past, present, and future of interactive fiction' - obvious to complete GSW geeks, but still v.neat!

July 3, 2008

Japanese Game Schools: Two Points Of View?

Earlier this week, sister GSW site GameCareerGuide.com posted a second story about life at a Japanese game school, as written by Andrea Rubenstein, who "...had two recent goals in life: to become a fluent Japanese speaker and to find a game development school that would accept her somewhere in Japan."

The first GCG story on the subject tackled her successful attempts to get into HAL, and this new one discusses day to day life at the Osaka-based game academy.

In any case, the piece itself is pretty darn interesting in terms of educating about what goes on at one of these Japanese game schools - it seems pretty different to many North American game courses, at least. But even more interesting is a comment on the Gamasutra story precis from an anonymous game industry professional.

Sure, it's cutting stuff, especially given the advantage of anonymity, but it seems to have some relevant information in it, and it's nice to see behind the scenes intel from Japanese publishers - here's the full post:

"Japanese game schools are notorious for turning out useless otakus who wouldn't "cut it" in conventional colleges or trade schools. There have been numerous exposés on game schools in the 90's that lambaste these game schools as nothing more than profit centers for their proprietors.

Hopefully, the situation has changed since then, but I seriously doubt it.

When I worked at a major Japanese publisher (ironically, at one of the companies responsible for producing a game mentioned by Rubenstein in part I of her article), we basically found ourselves almost automatically rejecting game school graduates because we found that the skills taught in those schools were wholly inadequate for our needs. We prioritized our recruiting process on candidates with degrees from traditional colleges and electronics/computer trade schools.

Unlike Western game companies that tend to hire only experienced developers, our company's internal process was to invest in the time necessary to educate our new recruits in our work flow and development culture through what essentially is an apprenticeship system. In addition to seasoned vets, we basically hired people with zero game development experience. The last thing we needed was a newly minted game school graduate who was taught based on a specific curriculum that didn't fit our needs.

Our new recruits would require at least 2 years before they became full-fledged members in a production team. During that "probationary period" of sorts, our experienced production staff (company "lifers" with ~5+ years of experience) would teach, mentor, and monitor the new employees to determine their natural skill sets and eventually placed the employee based on their ability to perform at the best of their abilities.

For example, if we discovered that someone with a computer science degree was brilliant at game design, we would encourage the individual to become a game designer. If that designer eventually demonstrated strong leadership skills, we would eventually promote that employee to become either a director or producer. There was a colleague of mine who went through that exact career path.

As another example, I also worked with a music director with a degree in music who also wound up programming part-time in our internal middleware team since he enjoyed programming.

In short, our approach to game development was based on the principle that making games is an art, and not necessarily a vocation. We fostered diversity in our ranks through a recruiting system that placed a higher priority on the natural aptitudes of a prospective recruit instead of someone with a cookie-cutter game school educational background.

I'm morbidly interested in future installments from Rubenstein, especially articles discussing her attempts at finding employment at a major publisher/developer, especially in Osaka."

Interview: ARG Designer Skarped On Games Learning From Theatre

[One of the spoils of Evan Van Zelfden's wander around Europe game festivals on our behalf, this chat is about The Truth About Marika, a neat and weird Swedish TV show ARG - there's some good English-language explanation on the site of the creators, for those whow ant some context.]

At the Dutch Festival of Games in Utrecht, The Netherlands, alternate reality game designer Adriana Skarped gave a lecture discussing her work on the International Emmy Award-winning alternate reality game The Truth About Marika, which was commissioned by Swedish television, and produced by The company P.

Skarped talked about not only being the game master, but truly becoming a living character in the game. As the starring actress, there was even a moment when players were supposed to rescue Skarped from a van where she was actually bound and gagged.

The designer spoke on the nature of ARGs, their ethos of questioning society, and changes in perspective, saying, “If you want to, you can look at this game as a spell.”

Afterwards, Gamasutra sat down with Skarped for an exclusive chat in which she talked about living the game, business models for the ARG, why the genre is shunned by the game industry, and why games are like theater.

Tell me about winning an Emmy.

Adriana Skarped: I think that part felt more like fiction than the fiction that we made.

Do they normally give games an Emmy? Which category was this?

AS: This was the category of interactive television series. Basically we compete against Dr. Who and the other BBC productions, I think.

What are you going to do next?

AS: Well, if I tell you, I’ll have to kill you. [laughs] Actually, I have been talking today with the Dutch television companies. I’m meeting with both the commercial television channel and the public service television channel within the next week.

So you’re interested in similar work involving television and interactivity.

AS: It would actually be very interesting. Somebody asked me if I’d be willing to do a sequel. Usually I’m pretty much against sequels when it comes to movies and stuff like that -- both you and I probably know are never as good as the original -- but I think that people should actually be aware that this is the third game in a series of games we’ve made.

So “The Truth About Marika” is not a sequel, but the third chapter, and I don’t think there will be anything wrong with that. We had built on previous experiences, with every game that we have made, and doing this other game would not be the same. It would be something that would evolve from the experience that we all have.

It’s one thing to be an actress. It’s another to be a game designer, or a game master. What’s it like combining the two, and becoming an actual character in your own game?

AS: [laughs] It is truly bizarre, I would say. It’s not like anything else that I’ve tried. I don’t know even if there is anyone else who tried it, except for me.

Sometimes game developers will record their own in-game voices.

AS: This is a bit more than voice work because basically, I had to I had to respond to everything the players were doing, both as an actor – or interactor – but also as a game master. So you have to be really alert all the time, really on your toes.

What about the connection between theater and games? A lot of developers talk about movies and games, because they watch a lot of movies, but do you think there might be more relation to theater?

AS: Yeah, absolutely. I think that is an underdeveloped area to explore. I think it’s amazingly interesting. What gaming has in common with theater is not the relationship between the audience and actors on stage, but rather the relationship between the actors.

It is evolving, it is engaging, and the action actually takes place between the players themselves, rather than between the audience and the players. So I think that games, and especially ARGs, can learn a lot from theater.

Have you worked on games that weren’t ARGs before? Would you be interested, or is there something about the meta-game that’s too appealing?

AS: I like the meta game, I love the meta game, but basically, I got into this by being a story writer. I think the whole idea of telling a story to make characters come to life, that is one of the things I’m passionate about. I also love to play games, and I have a pretty good grip on what that’s about.

What do you like to play?

AS: Basically, I’m an RPG person. I like stuff that involves me, that takes me out of myself.

What’s the next big thing?

AS: During this conference, I really realized that in the gaming industry right now, everyone’s looking for the new thing, and I really believe that people should keep their eyes peeled on the ARG scene, because there is a lot of interesting stuff happening.

I think it’s sort of a genre that’s developing on its own, very much the way the gaming industry is a genre in itself, something that is still very new. But we need to be alert, we need to keep our eyes peeled.

In her keynote, Margaret Robertson said that the game industry seems to look down on ARGs, neither liking nor understanding them.

AS: Well, the movie industry used to do that with gamers. Everything that is new is going to be frowned upon.

Do you think the ARG could replace traditional games as we know them?

AS: I don’t think they will replace them, because, as you see, the gaming industry hasn’t replaced movies. I think they will exist in parallel. They can definitely learn from each other.

Do you see the ARG as separate?

AS: Slightly, yeah. Whenever I talk to people who are just into console gaming, or computer gaming, I realize that, yes, there is a difference. To me, there is not a big difference, but to most people, there still is.

How much would traditional game design ideas apply to an ARG?

AS: Well, this is all about tracking human patterns, tracking what people do, and then being able to use that information into making them do what you want them to do. Hopefully that is going to be what they want to do also.

What about the business of ARGs? It doesn’t seem to get much discussion and traditionally ARGs are tied to something else. Do you think of the future of the business at all?

AS: Yeah, I do, and I have to say, it kind of scares me, because I realize we are not selling product. We cannot sell the ARG. What we can sell is basically the ability to warp people’s minds. I think that is very scary, because that can be used for purposes that I personally cannot stand for.

I wouldn’t, for example, do a commercial game for Coca-Cola. That’s not really me. But I also think this mind-warping thing can be used for creating social change in a way that is extremely interesting. This project, The Truth About Marika, we really had high ideals when we did that. We wanted it to be outside-the-box thinking.

Have you found that most ARGs have a feeling of ‘question everything’?

AS: Yeah, I think so. I think that is also the basic aesthetic of them all, and I think that is also why the ARG is so interesting. With every ARG you make, you have to push the limits.

ARGs are about getting the feeling that the boundaries of life as you know it suddenly disappeared, that anything can happen. If you’re going to keep that feeling, you cannot repeat yourself. You absolutely cannot. You have to always sort of find the new ways, the imaginative ways to do that.

If the business were to develop, it could be subscription.

AS: Yeah, actually, that is not an all that bad of an idea. I talked to Margaret earlier, and she said that a very difficult thing with ARGs is that you never hear of most of the good ones until they’re over, because people don’t get that this is going on.

We have that problem, too. We still had a lot of participants, but not as many as we could have. And afterwards, a lot of people came up to us, and they were like, "My God, I can’t believe I missed this."

It’s like a play, you can do an encore performance. You can let new people who didn’t see it the opening night see it through.

AS: Actually, that's not all that bad of an idea.

Opinion: Why Blizzard Hearts Last Century's PC Gaming

[As you fine GSW readers may recall, Chris Remo - late of Shacknews and various other sites - works here as Gamasutra's Editor At Large right now. He has kindly contributed an opinion piece on the launch of Diablo III - which he stayed up til 7am to gawk at, the crazy man - and the nuances of the folks developing it.]

I was pointedly concise with my reaction, but it should be clear enough that I am fairly excited about the just-announced Diablo III. With the possible exception of Tetris, Diablo II almost certainly tops my personal lifetime list of most gameplay hours dedicated to a single game. For some five years or so, my friends and I played it off and on - several of those years considerably more “on.” I just reinstalled it the other day, and have reached Act IV.

Along with the inevitable internet furor that has arisen in the wake of the announcement (and in the days leading up to it, as the storm cryptically but powerfully approached), there has come an explosion of gamer-generated research to try and sate the hunger for rapidly-depleting new information about the game. Much of this deals with singling out the personalities behind the game–and though none of this is secret information by any means, I have not seen it centralized or given full context. So here you are.

First off, Leonard Boyarsky–one of the three co-leads on the original Fallout–now serves as lead world designer on Diablo III. Boyarsky also contributed to Fallout II before leaving with the other members of the original Fallout big three (Tim Cain and Jason Anderson) to create Troika Games. He’s been at Blizzard for nearly three years now, and in an upcoming Gamasutra interview (which just debuted) he notes the game has been in the works since 2004.

Then, we’ve got Dustin Browder, a former Westwood Studios employee who lead the Red Alert 2 and Command & Conquer: Generals projects, before sticking around at Westwood purchaser Electronic Arts for a bit, then leaving for Blizzard, where he now heads up StarCraft II. While RA2 and C&C2 have both their admirers and detractors, there is something satisfying about that kind of evolution–as 90s PC gamers will recall, the original Command & Conquer and WarCraft series were head-to-head competitors.

In an intriguing cross-genre pollination, Diablo III lead designer Jay Wilson, who spoke on a panel after the game announcement, hails from Relic Entertainment, purveyor of fine real-time strategy, where he was a designer on Warhammer 40,000: Dawn of War and a senior designer on Company of Heroes. Relic sprung up in the late 90s, a few years after the genesis of Blizzard and Westwood’s rivalry, but it made an immediate impact with its debut effort Homeworld in 1999.

Most had reasonably assumed Wilson to be on StarCraft II, given his background, but not so. On a personal note, Wilson’s Diablo III talk impressed the hell out of me as a Diablo II devotee–despite his development history, it is clear he knows this series inside and out, and has keen insight into how to improve it.

That Warhammer 40,000 connection leads me to the last, and possibly strangest, employee highlight. It has long been observed that Blizzard either steals from or pays homage to, depending on your point of view, Games Workshop’s Warhammer and Warhammer 40,000 tabletop strategy gaming universes for the WarCraft and StarCraft worlds respectively. Sure, they’re all drawing from Tolkien in the first place, but the GW/Blizzard parallels are many and notable.

That highly unofficial relationship is potentially lent even more credence by the presence of former Games Workshop designer Andy Chambers, a name that anyone who, like me, was heavily into the Warhammer and 40K scenes in the 90s, may well recognize. Chambers worked for GW from about 1990 to 2004, and his name could often be seen in rulebook bylines and GW’s monthly magazine White Dwarf, of which I have stacks of hundreds packed away.

As it turns out, since 2005, Chambers has been working for Blizzard, and now serves as nothing less than the company’s creative director–if you’re going to steal and/or pay homage to material, might as well go the whole hog, right?–where he works on StarCraft II and presumably contributes to the rest of the company’s portfolio.

Essentially, it feels as though Blizzard is assembling a design team intended to cater directly to my PC gamer nostalgia–and doing it with PC (and Mac) exclusive titles, at that. But, almost impossibly, the company has also dipped its long arms into an entirely separate nostalgia pool that occupies space in my mind, that of tabletop wargaming. While that second nostalgia is light-years away from being universal, I am often surprised to learn just how many longtime PC gamers share it.

I’ve been looking forward to StarCraft II since it was announced, and my frothing demand for Diablo III has been increasing even before it was publicly confirmed, but it’s nice to know my overinflated hype is grounded in some fairly concrete staffing.

GameSetNetwork: The Midweek Countdown, Guv'nor

Ah yes, time to round up some of the best original posts thus far this week on sister sites including Gamasutra, WorldsInMotion and GameCareerGuide - headed by a neat interview with Ron Gilbert on the state of the biz and the inevitable impending episodic fame of, uhh, DeathSpank.

Also in here - a couple of intriguing Blizzard interviews from the Worldwide Invitational in Paris, a good couple of developer articles on in-house training and avoiding confusion with in-game obstacles, plus an online world profile, and the latest Design Challenge at GCG.

Go go gadget thingie:

Spanking Death: Ron Gilbert Goes Episodic... And Loves It
"Ron Gilbert is best known as the co-creator of Monkey Island and Maniac Mansion, and he's returning to games with the episodic DeathSpank - and, as Gamasutra finds out, strong opinions on how the game biz needs to evolve."

In-Depth: Sams Talks The State Of Blizzard
"During Blizzard's Paris tournament event, Gamasutra sat down with company COO Paul Sams to talk Diablo III and World Of Warcraft, including Blizzard's attitude towards game revenue models (they're the last thing the company decides), taking on console development (it's not a priority), and developing new IP (it'll probably happen eventually)."

Implementing Training: The Secret Of Winning The Development War
"How can game developers best organize formal ongoing staff training? Blitz Games (Sneak King) art director Nash discusses how the UK developer went about it in this in-depth Gamasutra feature."

In-Depth: Blizzard’s Boyarsky On Diablo III's Multiplayer Storytelling
"After co-creating the iconic Fallout and co-founding Troika Games, Leonard Boyarsky is now at Blizzard and a key force on Diablo III. He sat down with Gamasutra to discuss Blizzard's multiplayer focus, and its goal of recreating the social experience of playing a pen-and-paper RPG with friends."

Defining Boundaries: Creating Credible Obstacles In Games
"'Why can't I jump over that wall?' In this intriguing design article, Sidhe's Griffiths (Gripshift) spans Halo to Half-Life to examine usability-related issues - and solutions - for frustratingly invisible and unbreakable barriers in games."

Worlds In Motion Atlas: Fresbo World
"Here's an overview of Fresbo World, from Fresbo. An online world currently in public beta, Fresbo World is intended to be embedded in social networks (such as Facebook and MySpace) but also intends to offer full MMO functionality within that -- with a customizable avatar, home, and public areas to shop and socialize in real time."

GCG Game Design Challenge: The ESP Game
"In GameCareerGuide.com’s latest Game Design Challenge, special guest Mick West, co-founder of Neversoft Entertainment, submits a new challenge to design a simple game that might make a player believe she or he has psychic powers."

July 2, 2008

Opinion: The Problem Of The Cutscene

[Martin Herink is a University of Oxford graduate student, and a freelance gameplay designer for Cotopia Wireless. In this editorial, he delves into the role of video game cutscenes - not from a standpoint of structural appropriateness, as is often discussed, but from a narrative and cinematic point of view.]

The often discussed "problem" of the cutscene, at least in so far as it relates to the ongoing debate about interruption of interactivity and narrative exposition, rather than being a problem of structural functionality, appears instead to be a question on the propriety of decisions made by designers regarding issues of perspective relatively easily resolved in the framework of editing, rhythm, and aesthetic expression.

This rather cryptic statement means merely to suggest that instead of deciding what is appropriate to video games strictly in the terms of interactivity vs. narrative, designers and artists should instead review their understanding of the film form in the terms of editorial rhythm, aesthetic expression and, above all, cinematic tact.

The Question of the Cutscene

If the use of the cutscene means an injection of purely contemplative material into a fundamentally kinetic experience, and if the game is meant to be an interactive experience, should we avoid the risk of offending the player's expectations with non-interactive content by abandoning the cutscene completely, as some suggest?

The games industry has not yet abandoned the cutscene. Instead, it has largely focused on the transformation of the cutscene into a kind of narrative experience which arises from a perspective external to the player (through NPCs, sound clips, in-game sequences, etc.) This is for a number of very good reasons.

The cutscene has always been, and will continue to be, a useful aesthetic tool for the expression of the story and of the narrative. The problem of the cutscene as such is not its existence inside the interactive space of the game. Players, in fact, appear to enjoy the additional layers of immersion which it can provide. The problem with its use ought rather to be viewed as the inappropriate sequencing of what is a fundamentally contemplative medium within the context of an inherently kinetic one.

These are two very different actions, and while both have an inherent value on their own, the method of their integration requires both an understanding of rhythm, pacing and aesthetic tact. This is in fact the concept of editing transposed on to the interactive medium of the video game.

Rhythm and Pacing

Even in its most classical state, the cutscene can still be effectively integrated without causing the kind of perspective disjunction that forms the basis of criticism against it. On the most basic level, the designer need only be careful that the cutscene does not inappropriately intersect with sections of kinetic action.

To elaborate this idea on a very basic level, if the designer creates specific gameplay goals which the player must achieve in order to realize narrative progression, it makes very little sense to abruptly interrupt the expected flow of kinesthetic events with non-interactive content.

To interrupt a conversation, as many of us have been taught, is rather a rude way of joining it. This in a sense is also what might be meant when we talk about episodic developments in gameplay: an episode of gameplay may be followed by the contemplative engagement of a cutscene.

Max Payne 2 is a superb example of the way that episode-based editing can lead to a positive integration of the cutscene. What MP2 did was attach a narrative framework with multiple character perspectives to mission-driven gameplay. Each mission was limited in length and offered in a variety of settings (from hospitals to construction sites). In order for the narrative sequences to be triggered, gameplay goals had to be met.

Even more importantly, not only was the goal progression rewarded with cutscenes, but the cutscenes would also set up the transition into different settings and places. The player could skip the cutscenes but watching them (at least the first time around) really made the game experience something that you could care about.

Like a noir puzzle film, each viewing offered new layers of understanding not only Max Payne as a character but also the complex world of which he was a part. To this day Max Payne 2 is one of the few games I've not only completed repeatedly but in which I've actually watched the cutscenes repeatedly as well.

Indeed, the pattern by which such episodic involvement occurs might not simply follow the familiar structure of gameplay, cutscene, gameplay, cutscene, but the switch between the two can also be done in different arrangements as long as it is executed in such a way as not to interrupt the player's involvement in either.

This is especially the case when the level of interruption is restricted to the game's internal world. This is what I mean when I speak of maintaining appropriate rhythm and pacing.

Aesthetic Tact

What I mean by aesthetic tact can largely be divided along two lines of criticism. First, our respect for the player, second, our respect for the way the player is asked to engage with the game (either by affecting it or by contemplating it)

Returning to the example of Max Payne 2, what the game did not do was interrupt actual sessions of game play with cutscenes prior to goal completion. Even when the designer decided to throw in a narrative twist by making the meeting of certain goals actually work against the player, the player never felt that his effort was being undermined, because it was merely refocused in terms of the game's narrative sequence not in terms of game play itself.

By separating the two activities, appreciation and involvement, the designer created an experience that not only had an appropriate rhythm but also respected the player's role in moving the game and indeed its story forward.

On the other hand, Shenmue - a game which many (including myself) admire for its innovative approach to cinematography is at the same time one of my favorite examples of instances where the contemplative and aesthetically rewarding experience of the cutscene had been rudely interrupted (often without any warning) by a scripted time-action event.

In the long run, innovative as it might have been, the uncertainty of when such imposition might occur next had always left me feeling uncomfortable with fully enjoying the drama of the visual sequence.

I call it a "visual sequence" rather than a cutscene, because once I had been prevented from relying on these sequences to be cinematic and completely contemplative, they were no longer anything more than visual sequences that may at some point in time become interactive. This is not the kind of pacing conducive to respecting the player's relationship with different kind of sequences in the game.

As has been pointed out to me, this style of aesthetic integration has remained relatively popular having been adopted in the very successful God of War series and a number of other games that have followed in its steps since. An obvious counter to my summary of the trigger event therefore might be that it is just this - a personal preference.

My discomfort comes from the fact that I felt tricked into believing that what I was experiencing was a cutscene (and my expectations of a cutscene are of aesthetic engagement) while in reality I was partaking in another style of (albeit less directly responsive) gameplay, which allowed me neither to fully interact with the environment of which the character was a part, nor to simply appreciate the drama on the screen.

The lesson in terms of rhythm and cinematic tact (at least in so far as I would suggest it to be) is therefore this: just as with an unexpected interruption of gameplay by the cutscene prior to the completion of a goal understood either implicitly or explicitly, it is no more appropriate to interrupt the contemplative nature of the cutscene with gameplay, without either allowing the player sufficient time to switch modes or at the very least reaching some sort of closure on why it is happening.

The final point of contention in regards to the cutscene is the change in aesthetic definition that a player experiences when a cutscene has been fully pre-rendered (and is not therefore a part of the in-game sequence). In the case of pre-rendered scenes we must also take into account the perspective (point of view) through which the player occupies the game.

In addition to utilizing appropriate pacing and tact as already discussed, games that want to exploit the way that pre-rendered cutscene surpass the game engine's ability to render sufficiently impressive visuals internally must also take into account the proximity between the player's point of view and that of the game's.

Third-Person Games

I would first like to note that the pre-rendered cutscene has been (and indeed continues to be) used very effectively in the third person perspective - perhaps more so than any other genre of play where the interface is directly responsive.

Look for example at the increasingly elaborate cutscenes in games by Blizzard, and the now inactive Westwood Studios. Without involving the question of the financial cost of such sequences, if we, nonetheless take these examples as our guiding point, we'll quickly notice that one way of addressing the issue of differences between visual definition is to distance the narrative content of the pre-rendered cutscene from the game play sessions themselves by making sure that the cutscene isn't simply mirroring the game play sequence or its immediate perspective.

This is most formidably the case with Diablo II, one of a number of games that I believe fundamentally appreciated not only the editorial rhythm but even more importantly the distance required to accomplish the integration of a fully pre-rendered and visually impressive cutscene. The reason for this is that the distancing between the completion of an episode of gameplay from the contemplative content of the cutscene was sufficient enough to make them a kind of welcome (but not enforced) reward.

Interestingly, in the case of Diablo II, the use of the cutscene in relation to the narrative was also further removed from the kinesthetic relationship that develops between the player and the avatar through the use of the parallel storyline (that is, a pre-rendered cutscene which does not concern the player or the avatar immediately, but which instead follows other characters and shadows the events of the game's dramatic progression through an external perspective).

The other and even more popular example of cut-scene use can be seen in the case of Square Enix games, especially the Final Fantasy series. The examination here is somewhat more problematic because unlike many other franchises, games like Final Fantasy rely heavily on genre guidelines firmly established by one or two companies during the mid-1990s console warfare.

As most people are aware, the introduction of the CD-ROM meant that content could now be streamed rather than generated on the fly, and impressive pre-rendered sequences became an easy way of selling already impressive gameplay to large but nonetheless niche markets like that for the RPG. The Square Enix model, to this day, relies heavily on such sequences.

I would argue that it is no longer because it's an easy way of improving in-game visuals, but also largely because the marketplace has come to expect it. Like digital animation in Pixar films, the improvement in quality of pre-rendered graphics must in many ways continue to improve in the context of its own marketplace simply in order to outdo the previous generation. This is especially true when there are only a few big players in a given segment of the marketplace.

On the aesthetic front, Square Enix games still predominantly follow the same guidelines that have already been set out, and in this way they also respect the player's expectations of the game. As a reward, the cutscene is predominantly a question of of rhythm and pacing, allowing the narrative to move forward on visual and contemplative terms; an episode of gameplay will be rewarded with a cutscene and the expectation is therefore fulfilled.

The First-Person Shooter: The Trickiest Of Genres

In the case of the first-person shooter the inappropriateness of interrupting the kinetic proximity which develops between the player and the avatar is the most direct, since the FPS in effect directly aligns the player's own view of the immersive world with that of the character.

This, quite likely, is the reason why designers are increasingly opting for sound bites and scripted NPC action (as in Half-Life 2) as opposed to pre-rendered sequences (at least once the game play has begun). Once again, the use of the cutscene isn't on trial here; the designer must be, more so than elsewhere, painstakingly careful when considering the methods by which the cutscene is integrated.

In the FPS genre, there is the additional problem of aligning the cutscene's narrative function regardless of the method of integration, too directly with the player's own perspective resulting in the breaking of the fourth wall. Here the inappropriateness of disabling the player from engaging in the action which occurs on screen is amplified in terms of making evident the player's secondary status in the diegetic world of the narrative.

Games like BioShock put this problem of self-consciousness in the foreground on predominantly postmodern terms, by effectively rubbing it in the player's face. The danger of such approach is, much like the danger faced by nearly all other postmodern aesthetic movements inclusive of cinema, the collapse of its novelty. You can only rub the limits of the genre's structural foundation in the face of your audience so many times before they find some better way of entertaining themselves.

It is also interesting to note that in the examples specifically mentioned here (both BioShock and Half-Life 2), there is always a time gap between the conclusion of heavily engaging game play (fighting, moving items around, getting out of negative situations) and the occurrence of the scripted cut-scene event. This is analogous to the good sense rules of rhythm in showmanship: a good band will rarely play a gig where the fast song is immediately followed by a slow song without any kind of temporal transition.

This is what good pacing means not only for the FPS but also for other predominantly action-driven games: It is innately difficult for us to move from a kinetically engaged and often an adrenaline-charged state to an aesthetically contemplative state without being offered the chance to calm down first. Without at the very least an indication of such a transition being near, the designer risks ripping the player out of the action of game play.

Interplay's now defunct Descent series addressed this problem by associating the exit door of a given level with the immediate triggering of the cut-scene sequence. Having played one or two levels, the player quickly learned what to expect and could then breathe a sigh of relief when the open exit door was in sight, leaning back to watch the cutscene a they entered it.

A Brief Note on Games Without a Directly Responsive Interface

There's a big difference between these sorts of games and point-and-click games, or any other scenario where the player's involvement with the movement of the on-screen space is not quite so directly responsive. The reason why I consider this scenario to be fundamentally different arises from the fact that the cutscene can, and often should, be inserted at a variety of different points without requiring the kind of pacing or tact that the more immediate interface would call for.

Since the player's involvement with gameplay is far less direct (and therefore the perspective is by its very definition more contemplative), the experience isn't anywhere as jarring and the same sense of rhythm, pacing and tact isn't necessarily required. Similarly, the kind of expectation with which the player enters the game space is less engaged in play as a kinetic process.

Conclusion

My goal in writing this article was to redirect the conversation from the consideration of the propriety of the cutscenes as such, to a more holistic approach to video games as a cinematically conscious art form.

In this sense, if we are to stake any claim to games as a medium that can utilize cinema in exciting new ways, it is important for us to first decide on the terms upon which aspects of cinema can be utilized in order to create aesthetic experiences specific to games as both a contemplative and a kinetically engaging medium.

By following a few simple guidelines regarding rhythm and pacing but above all by respecting the player's experience of the narrative game not as a singularly kinetic experience upon which we must force the narratological semblance of cinematic tact, but rather as an experience that shifts and morphs according to our relationship with each immersive moment, the long history of narrative cinema can offer us novel new ways of engaging the player not only in play but also the immersive world of which such play is a part.

Design Lesson 101 - Ratchet & Clank

ratchetandclank.jpg['Design Lesson 101' is a regular column by Raven game designer Manveer Heir. The challenge is to play a game from start to completion - and learn something about game design in the process. This week we take a look at Insomniac Games' original Ratchet & Clank]

Once one of the predominant genre of games, the quantity of platform games has dropped off significantly as technology has matured and moved the industry to predominantly 3D titles. As that has occurred, the propensity to create hybrid platform games has increased.

Games like Tomb Raider, Metroid Prime, and the subject of today's column, Ratchet & Clank, combine the classic platform elements with different combat and puzzle styles, to create unique game experiences.

While I enjoyed Ratchet & Clank quite a bit, the latter portion of the game began to taper off for me. The game offers the player sixteen different weapons for combat, the majority of which must be bought at vendors throughout the game.

As to be expected, the different weapons are made available slowly and have varying costs, which forces the player to make decisions. Here's where the problem, in my mind, lies with Ratchet & Clank.

Design Lesson: Ratchet & Clank fails to give the player sufficient reason and information to experiment with new weapons, which slowly causes the game to level off. This illustrates the difficulty in straddling the fine line between giving the player enough and not enough information.

In the first half of the game, weapons are fairly cheap and usually when a new one is introduced the player can afford it. As a player, I bought new weapons immediately and was usually satisfied with the new toy to play with.

As the game progresses, more weapon choices are posed, while the price dramatically increases. This, in and of its own, isn't a bad thing. It encourages the player to save up bolts (the in-game currency) and buy a subset of the weapons. You probably won't get every weapon in the game, so each weapon choice becomes more important.

The issue, for me, began with some poor weapon purchases I made around the halfway point. I bought a couple of weapons that just weren't very useful. The cost of buying them was significant (at the time). Without fail, after each bad buy, a cooler weapon would be offered that I could have bought had I saved my bolts. The negative consequences for my bad decision were moderate.

Consequence in games is not a bad thing. Telling the player exactly what consequences will occur depending on their actions is not necessarily good game design. However, in the case of Ratchet & Clank, it felt like the developers wanted to encourage experimentation in the game world through the weapons. By providing so many weapons, Insomniac provides the player with many opportunities to learn about enemy weaknesses and weapon roles.

However, the moment I made my first mistake with a weapon buy I became more hesitant to make another mistake. Instead of just blindly buying the next weapon, I started to read the descriptions that scrolled by. Using this new information, I bought another weapon. Again, I made a poor choice.

The number of weapon options increased as well. Instead of having one weapon available for purchase, I had four. This made me even more hesitant to buy new weapons; I was hamstrung by the options. Partly because I didn't want to get burned, and partly because I figured something even better was just on the horizon that I should save for.

So that's exactly what I did. Just as I am about to buy a new, awesome sounding weapon, the game threw me a curveball. It upgraded my health by one for free. It then also offered me a super health upgrade for a significant number of bolts. More than I had, in fact.

I chose to save some more and buy the health, as I realized I was dying more often in the latter levels. As a result, the weapon I was saving for was now out of my reach, and I was rapidly approaching the end of the game.

Weapons are the key to Ratchet & Clank, and by somewhat forcing my hand to buy health over a weapon, I lost out on another interaction with the world that I could have experimented with.

My interactions did not increase from having more health. My frustration levels just lowered, slightly. However, the lack of new weapons in the second half of the game reduced my enjoyment. Instead of having fun learning about new enemies and how different weapons are effective against them, I was using the same old weapons that worked the same way as before.

Insomniac may have already fixed this flaw in future games in the series, but the original Ratchet & Clank shows the fine line between giving the player enough and not enough information. Not having enough information led to poor decisions on my part, which then led to hesitancy in buying new weapons, which ultimately led to me enjoyed the latter part of the game far less than the beginning.

In order to fix these problems, I would do one or more of the following. First, show the weapons in-game some how. Many games have enemies that use weapons that you later get. Second, allow the player to actually use the weapon, in a test arena, to fully understand how it works would help the player feel like he had sufficient information to make a solid decision. Third, I would have spaced out the weapons a little more and possibly even reduced the set of total weapons. Finally, the health upgrade should have been available by completing a difficult, optional mission, rather than requiring a substantial amount of bolts.

What's fascinating about Ratchet & Clank is how it's still a very good game after all these years and these problems. I certainly enjoyed my first six hours in the game more than the last six, but the game didn't go downhill; It just leveled off. The lack of new weapons changed the feeling and pacing of the game, but only because I was scared to make the wrong decision.

If the game gave sufficient reason and information before purchasing new weapons, I would have tried out some of the more expensive, crazy weapons that were available later in the game. Weapons are what Ratchet & Clank is all about, so the reduction of new weapons as the game progresses causes the new, experimental feeling of the game to subside and causes the experience to slowly level off.

[Manveer Heir is currently a game designer at Raven Software. He updates his design blog, Design Rampage, regularly. He is interested in thoughtful critique and commentary on the gaming industry.]

GameSetLinks: Food Of The (Game) Gods

The inevitable comeback of GameSetLinks, this time headed by, among other things, the Prima Games author blog getting down to it and reviewing the food provided by famous game developers - an important, under-discussed topic, no doubt.

Also hanging out in here - a cute looking new robotic freeware graphic adventure, chiptune 8-bit music video art stylings, the different kinds of game programmers, scary graphs of the Japanese dojin fan-scene, and lots more.

Is there anybody out there?

Hit Self-Destruct: Supermodel Is One Word
On hyperbole and flameout in the reception of games, I think? 'The press accelerates. It doesn't reflect. No time for classics or slow burns.'

Food of the Game Gods: Part 3/4 « Prima Games Author Blog
I may be the only person subscribed to the Prima Games strategy guide author blog, but now they're doing bizarre Yelp-ish developer food reviews, so time to tell the world!

Lively Ivy » Nanobots
V.neat looking freeware graphic adventure, from a female developer and contributor to the Blackwell series - via Gnome.

Metal Gear Solid E3 Snake Meat | Proto-dev-grail-interesting auctions | gameSniped.com
Highly amusing promo item.

Rhizome: 'Pixel Pop'
'Raquel Meyers's vividly animated videos for chiptuners like Jellica, Bubblyfish, and Glomag mirror the music's retro-tech aesthetic with 8-bit visuals and narrative elements lifted from the era of 2-D videogames.'

'Women's Work' - Feature from 1UP.com
'Female gaming spokespeople tell us what it's like living in the public eye.'

Joe Ludwig’s blog » Five Kinds of Programmers
'Over the course of my career I’ve run into several archetypes of professional programmers.' Described here!

Confessions of an Aca/Fan: Designing Accessible Games
Eitan Glinert (co-creator of AudiOdyssey) on accessibility.

Gamers Surveyed on Fake Games from 1UP.com
Elliott/Ashley transition onto 1UP is making for some mighty good stuff, considering they used to be the 'elite' print guys for Ziff.

Canned Dogs » Blog Archive » Comiket circles doing Leaf, Key or Type-moon
The game fanclub/creation scene for Japanese supergeeks, graphed.

July 1, 2008

COLUMN: @ Play: 'Izuna, Legend of the Roguelike Ninja'

Roguelike column thumbnail ['@ Play' is a kinda-sorta bi-weekly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.]

That first generation of games in a new genre tends to not look too critically at the source material. Depending on how charitable one's feeling, this could be considered to be either because of a cynical exploitation of that material or a genuine enthusiasm for it. The "lost" roguelikes mentioned last time were like this.

The second generation is made by people further removed from the seed concept. Sometimes they may not even know of the idea's source, or they might view it in a less enthusiastic light. People start trying to fix what are perceived to be problems in the game. Sometimes these are actual problems, and sometimes the apparent flaws are a result of an incomplete understanding of the design. Often it's both at once; the designers fix things that are only problems from their point of view.

When the third generation comes around the same thing happens, then again, and again. Minor things are misunderstood to be essential to the design, and important things are forgotten. Eventually the genre solidifies around the aspects that are copied the most, and the Platonic ideal becomes something iconic that may, or may not, have a great deal to do with the original.

When the cycle crosses a cultural divide, there often occurs a much greater disconnect between the original ideas and their mutations. When Yuuji Horii created Dragon Quest, he was directly inspired by Wizardry: Proving Grounds of the Mad Overlord, which he discovered on a trip to the U.S. Later on there was Final Fantasy, which bears unmistakable marks of Dragon Quest's influence but less of Wizardry.

The cycle can also be seen when Chunsoft created the first two Mystery Dungeon games, Torneko and Shiren, both games that crib from Rogue, but not, directly, Dungeons & Dragons. Then other games were inspired by Mystery Dungeon while being ignorant of Rogue, each taking the core ideas and pulling them in a different direction.

Now, there are two main types of JCRPGs that draw from Mystery Dungeon. The more-common is the generic random dungeon game, the influence can be seen in full games (like Time Stalkers and Persona 3) and as a special area or mode in more traditional games (two that come to mind are in Lufia: Rise of the Sinistrals and Parasite Eve). The other, rarer category is a game that is more recognizably roguelike, but produced by people who have never heard of Rogue itself. This is what brings us around to Izuna: Legend of the Unemployed Ninja.

izuna1.png
Reincarnation Doesn't Suck As Bad As It Should

Izuna follows the same dungeon-replay model as Torneko and Shiren. But instead of one "major" dungeon to complete along with some bonuses, it features multiple sub-dungeons which are intended to be completed in order. Later dungeons are tougher, so the game allows Izuna to retain her experience level even after defeat.

One of the best ways to tell if a developer of a game with roguelike attributes is familiar with Rogue is how comfortable they are with the idea of permadeath. This is why Shiren returns to level 1 after each quest. While Izuna loses most of her items after each failure, she retains her level, including all the experience earned on the failed run.

Shiren does allow players to build up weapons and armor, but it's always possible for an accident to occur to them, resulting in their loss. Such losses, while somewhat preventable, are unavoidable in the long run. Izuna's permanent experience gain means the game becomes substantively easier the more the player plays it, and over-tough monsters at the beginning of later dungeons means that players will have to do some gaining to survive those dungeons. There is a word for this kind of experience gaining: grind.

Grind. You've played long enough that you deserve to be more powerful. More simulationist RPGs can excuse grind as being a realistic touch, and because there was both risk and skill to gaining experience points. But as RPGs have become more removed from the pretense of simulation, grind has become artificial and petty. If there's risk involved then it's a gamble, but Izuna doesn't lose a single experience point when she dies. At its core, grind means paying dues to the game, dues of time, and that's not healthy.

In addition to a storehouse in which items can be stashed between runs, and shops in town in which supplies can be purchased, Izuna provides a fairly easy way to ensure the player's main weapon can be saved, even after a death. Also, instant escape items aren't particularly rare. With all these escapes, it's relatively easy to ensure a beloved weapon not be lost, and this removes the game quite far from Rodney's endless stream of dungeon runs.

izuna2.pngIzuna the Strict Diet Ninja

Another thing that Izuna leaves out, to better effect in fact, is the food system. To remind: the classic roguelike purpose for food is to provide a time limit. Limits on food provide an incentive to keep exploring new levels, so that more food will be generated. To conserve food players must learn to explore maps efficiently, must not waste too many turns regenerating hit points, and must not wait for the wandering monster generator to produce too many easy experience points on the early levels.

Izuna does without food completely; there is no such item in the game. This means that the game must address each of the points I just brought up, and it actually does so: traps are more common in the more difficult dungeons of Izuna than usual providing cost to aimless exploration, monsters begin each level in greater supply than usual so evasion in order to heal is a less viable strategy, and new monsters are not randomly added to a level while it is being explored, so players can't build up so well on an easy floor. (Though they can, of course, replay earlier dungeons and build permanent experience that way. So this kind of balance is somewhat misplaced.)

Izuna brings some additions to the roguelike formula as well, and for the most part they're interesting ones. The biggest thing is the idea of weapon durability, which admittedly does act as a counter to the ease with which weapons can be kept indefinitely. Here, all uses of a weapon damage it slightly. Hitting certain monsters damages it more than others. Untended, a weapon can last maybe for around ten floors. When a weapon has taken sufficient damage it cracks, which is the player's warning that it only has a few swings left in it. If used beyond ultimate endurance, weapons shatter and are lost completely. In the intra-dungeon town there is a shop that repairs weapons, and one of the talismans that can appear in the dungeon can repair weapons of a portion of their damage, but later dungeons are long enough that durability becomes a matter of concern.

No weapon in Izuna is immune to damage! They're all limited in endurance, and keeping one in repair requires consuming resources. In a way, this makes up for the lack of food: players must still periodically consume stuff to remain viable, they're just weapon fixers instead of food rations. Weapons are common enough in dungeons that players can probably pick up a spare to use along the way, or go without in a pinch; Izuna is weak but not helpless without a blade in her hand.

Talismans and SP

Izuna's item system is similar to, but substantially different from, the roguelike standard. There are no potions, scrolls, rings or wands. Replacing them are pills, which can be eaten or thrown; orbs and pictures, which provide restorative and utility effects; and the real attraction here, talismans. (None of these items, by the way, is randomly scrambled. As in Pokemon Mystery Dungeon, all items are known the moment they are found.) A talisman has three potential uses: it can be read aloud for an effect, it can be "stuck" to a weapon to give it an effect, or it can be thrown at a monster to apply its "use" effect to it.

izuna3.pngBoth the use and stick effects carry an extra cost beyond using up the item. Reading a talisman causes Izuna to lose some of her SP, which only regenerate from looking at a picture, entering a boss fight or returning to town. If she doesn't have enough SP talismans cannot be read, but more importantly, her attack power drops dramatically if she's low on SP! An Izuna without any SP only does 10% of the damage one with all her SP will do.

This means that using talismans as emergency items is a much greater risk than the player might expect. Most talismans, especially those with an emergency-use function, have SP costs of 50 or more. Using one to get out of trouble or make a crowd of monsters easy to kill has the side effect of reducing Izuna's general survivability unless she's got a picture on-hand to restore that lost SP... and keeping spare pictures around quickly runs up against the game's 20-space inventory limit. So in practice, talismans don't get a lot of use in this way.

Sticking talismans to weapons works a bit better. Every weapon and "arm" (the game's version of armor) bears a "capacity," which is the total number of talisman SP points that can safely be stuck to it. While that number can be exceeded, the item will then decay rapidly in use, breaking after only a few hits. Until the later dungeons, most items will have a pitifully low capacity unless a few talismans have been used on it to increase its capacity, or Izuna has paid to have it expanded in town. And expanding capacity is slow work, with each expansion only adding a few points.

Weapon and armor power can be built up as well, although the process is different than in other games. One of the talismans raises a weapon's attack power when stuck, and another raises the defense of armor. As long as they are stuck to the item, its power is increased. But just sticking them takes up slots that could hold other abilities, and some monster abilities can remove talismans, returning the item to its default power. To make these stat changes permanent, the player must use a "Burn-In Orb," which destroys talismans on equipped items but makes stat changes (but not special effects) permanent, in exchange for permanently reducing the item's SP capacity by the burnt items' values.

Frogs, Why Did It Have To Be Frogs?

The monsters are a generally interesting bunch, not as tricky as Shiren's but still capable of some surprises. Marimos are round foes that have a bad habit of cloning themselves when struck, and promoting randomly when out of sight. Frogguns are the most interesting of the bunch. They're normal foes in most ways, but when killed they leave one or more eggs that, if struck, hatch into monsters far stronger than the original Froggun. Eggs block movement, meaning offing a frog in an inopportune spot could trap Izuna into having to fight a tough opponent to escape a dead end.

izuna3.pngThere are monsters that remove talismans from equipment, monsters that bestow a SP-draining condition, monsters that explode when struck, and monsters that don't move, but get the first hit when approached. None of the foes is as instantly incapacitating as Shiren's worst monsters; there is nothing like a Gaze, an Armor, a Skull Wraith or a Fear Radish here. The worst thing about monsters (other than those damnable Froggun) is the damage they do.

To fight against them there are a few miscellaneous bits of ninja equipment that players can find along the way. Shuriken and Kunai work like arrows in Shiren, but Caltrops and Bombs are new, special, and worthy additions to the game. Caltrops can be placed on the ground for a monster to cross, which does minor damage to it, or the whole bag can be thrown to scatter them across the floor. They do damage to Izuna too, however, so some care must be taken with them. They don't do a great deal of damage, but they serve to slow fast foes.

Bombs, when used, are placed on the ground and explode in a few turns. Explosions work like Shiren's landmines, halving hit points. (On the other hand, Shiren's exploding monsters do all but one HP of damage if they explode near the player.) Bombs take a turn to set and are only effective if you can get away and the monster can be lured near, so the best way to use them is to chuck them directly at foes, which provides all of the benefits with none of the risk.

While it doesn't happen nearly as often, it is possible for monsters in Izuna to promote, Shiren-style. It's rare because there are fewer things that can cause enemies to attack one another. The most common is perhaps one type of weapon Izuna can wield that randomly turns a monster into an ally. While nice to have around, this makes that monster a target for his former friends, and will probably result in a promoted enemy before long; sadly, ally monsters don't promote. This kind of monster advancement is as distinctive to Shiren as room shops are to Nethack, making it obvious where the idea came from. And promoted monsters are much more dangerous in Izuna, since the game's mechanics are geared more towards a slow, long-term gaining of levels instead of a rapid rise in power and the special items that might help the player cope also decrease attack strength. It's a good thing, then, that promotions are so rare.

The difference in the power-gain curve is the biggest problem with Izuna. Roguelike games of the Hack school are most fun when the player can turn sudden advantage against overwhelming odds through clever use of resources. Shiren, played carefully enough, can make it through hell alive. Izuna steals a lot from Mystery Dungeon, and adds in a lot of its own coolnesses, but those kinds of power plays are much rarer. Levels are gained much more slowly, as they have to be since experience gain is permanent, and too many of the power items leave the player depleted afterward. The game's slow rise in power gives it some similarity to the 'Bands, but without the tremendous strategic depth of those games. It's actually not bad, not at all, and it shows a lot of thought, but it falls short of Shiren's general excellence.

Screenshots scavenged from Atlus, by way of GoNintendo.

Interview: Neil Young Reveals iPhone Publisher Ngmoco

[Big sister site Gamasutra was one of a handful of outlets to get the scoop on Neil Young's post-EA plans yesterday, and it's worth reprinting the Christian Nutt-conducted chat because it reignites a tremendously fun argument I've been having with Andy Baio on just how important the iPhone is going to be to gaming. Neil says very!]

Following his recent departure from Electronic Arts after 11 years with the company, former EA Blueprint head Neil Young has announced the formation of Ngmoco, a new iPhone-focused studio that he tells Gamasutra plans to bring 'entrepreneurial focus' to mobile game development.

EA's Blueprint studio was headed by Young and colleague Alan Yu with a charter to assist smaller teams with strategic funding and project management on both original IP and extensions of EA brands -- including Facebook games like its version of trivia title Smarty Pants.

Prior to his work with Blueprint, Young helmed a number of high profile projects at Electronic Arts in design and executive roles, including its early foray into alternate reality gaming Majestic.

Other notable projects included oversight on The Lord of the Rings: The Two Towers, Sims 2 and recent Wii-exclusive Steven Spielberg collaboration Boom Blox as part of his former job heading Electronic Arts LA.

In this interview, Young offers further details on his thinking behind the new enterprise and why he's so excited to work in this new market for phone games.

Can you tell me a little bit about your new venture?

Neil Young: Sure. I'm leaving EA to found a new type of mobile games publisher that is specifically focused on games for the iPhone and beyond -- that class of mobile phone, a more open mobile platform that has the type of capability you see in a device like the iPhone.

It feels to me like the time is right to really innovate, both in terms of the business and the games that can get made for mobile platforms. I'm leaving Electronic Arts to focus on that.

Is that something you felt you couldn't do at EA? What is your motivation behind leaving to found your own company?

NY: It's the type of thing that requires real entrepreneurial focus. When you're working for a large company - and Electronic Arts is a great and wonderful company - especially after you've been there for a long time, you have a lot of responsibility.

Not just for the products you're making, but also to the organization as a whole. To some degree, that dilutes your focus on going after a single business. So this really warranted, for me, entrepreneurial focus.

When EA Blueprint had been announced, we got the impression that it was the "out there" space at EA, but I guess it just wasn't compatible with what you wanted to do after all. Do you have any comment on that?

NY: We never really talked about Blueprint. There was a lot of speculation about Blueprint, you know? Really, Blueprint is designed and is now under the leadership of Louis Castle, who is a wonderfully creative entrepreneur and intrapreneur inside Electronic Arts. He most recently produced Boom Blox, and before that oversaw getting the RTS games onto the console. Before that, back in the day, he founded Westwood Studios.

The purpose of Blueprint was really three things: one, focus on creating new intellectual property under a new development model; two, taking other intellectual property and moving it across media type in a really well-coordinated way; and three, attracting new talent to Electronic Arts. That was really the hope, the purpose, and the focus of Blueprint.

There's no better place to do that than inside Electronic Arts, and I still support that venture and that idea. I want to make sure it's successful. I wouldn't try to do EA Blueprint outside of Electronic Arts.

This is just a different type of opportunity, and honestly, if it wasn't for the advent of the iPhone and the advent of the App Store and the SDK, I would probably still be at Electronic Arts focusing on making Blueprint as successful as it could possibly be.

What is so attractive about the iPhone, to you?

NY: There are a couple of things. The first is the usage of the device. What I mean by that is more than half the time the average iPhone is in use, it's being used for something other than making a telephone call. If you think about that concept, that is a fundamental shift.

I think with this device, mobile phones have crossed a threshold of usability that is really changing the patterns of usage. That really opens the door to a whole bunch of different things that you can start doing with the device. That's the first thing.

The second thing is capability. The iPhone, from a performance standpoint, is pretty close to a PSP, but unlike the PSP, it's got a touchscreen, accelerometers, a camera, it's location-aware, it's got all of your media on it, it's awake with you, it's always on, and it's always connected to the network. So if you think about the types of games and entertainment experiences that you can build on a platform like that, it's got to get pretty exciting pretty quickly.

And the last thing is the way in which Apple is reinventing the relationship between developers and publishers of software and the customers themselves. In the existing mobile games business, if you want to publish a game, you publish it through the carrier and the carrier deck.

They have tiers of pricing that you need to conform to, and they pay you a royalty, and if you've got enough muscle, like Electronic Arts has, you can get placement on those decks at a preferential position.

Yeah, I understand that carriers are quite restrictive and sort of unpleasant to work with, basically, and don't really understand gaming that well.

NY: Yeah. So if you think about what Apple's doing with the App Store, they're really turning mobile on its ear. They allow you to control the pricing yourself. They're taking a distribution fee for distributing your software, but they're really allowing users to choose what to put on their phone and how they want to enhance their device. And that is a fundamental shift.

The opportunity from my standpoint is that we've now got the device and a business environment that is favorable to us closing and filling the vacuum in average revenue per user between what currently exists in the mobile phone space and what exists in the handheld gaming space. In mobile phone, it's $7.50 or $8 average revenue per user. On PSP, it's $45, and on the Nintendo DS, it's $62.

We're at this moment where there's an opportunity to lead both in terms of the type of software they we make and give to people in mobile phones, specifically, starting with the iPhone. And from a business standpoint, there's an opportunity to lead in the growth of the industry. And not incremental growth, but dramatic growth. And that's, from a business standpoint, why I'm excited about the device.

Are you actually going to be developing the applications and games yourself with an internal team? What is the structure of your enterprise?

NY: Yeah, the company is a publisher. We probably won't do a lot of internal development ourselves. You're probably as in tune with the development community as anyone, and you can feel the excitement around the iPhone and the opportunity for small teams of people to build really interesting things for the device. What we will be doing is essentially commissioning the development, which you can think of as first-party.

So commissioning, financing, and producing titles ourselves, that's the first party. Then there's the second party, which is looking to the independent developer community and asking ourselves, "What great ideas are out there that need to be funded and financed?"

And lastly, it's a third party for people who don't necessarily need our producing experience or our financing, but the opportunity to work with us within an ecosystem that gets enabled by some specific technologies that we're developing and providing.

Obviously, the thing with the iPhone SDK is that people can work directly - they can put things on the store themselves. What are the advantages of working with your company?

NY: We're not going to speak specifically about those things today, because I think that would foreshadow the strategy of the company. One thing that I will say is that when you're in any type of publishing business, one half of the equation is the quality of things that you make.

Quality comes from having the right teams with the right experience, really trying to focus on creating the right types of titles that are built to specifically take advantage of what the device has to offer. On the other side of the equation is distribution strength and marketing muscle.

I think it's important to try and think about things like: what are the new types of methods and mechanisms for marketing and distribution in the online space? How do you create the types of channels or systems or enabling technologies that give independent developers access to more customers, to be able to stay with those customers longer and to be able to build an ongoing relationship with them that they're able to modify?

Often, when you're a small team of three or four people and you're focused on just trying to make that one piece of great software, you don't necessarily have the bandwidth or the perspective to be able to build those other pieces of the puzzle.

My sense is, in the App Store, you're going to see thousands of applications coming into the marketplace fairly quickly, and it will become very difficult, I think, for developers to differentiate themselves in that landscape. Undoubtedly, some will, and undoubtedly some will create hits.

Those are obviously things that we would like to be associated with, but I would imagine that we're probably not going to be able to associate with 100 percent of those things. But I think at the end of the day, we will work hard, not only to create hit titles that we're commissioning and making, but also find ways to work with those who have their own ideas to create hits.

Who do you see as the audience for iPhone game apps? I think the obvious thing that people are going to go for fairly quickly is more casual games, like PopCap-type stuff. But there's an opportunity also, as you said, to create an almost PSP-quality experience on the system, but the traditional PSP-type game may not appeal to that audience. Who do you see as the audience for iPhone games?

NY: I should be clear. I don't think that taking games that would look good on the PSP and then moving them onto the iPhone is the right strategy. I think that the great leader in this particular space has been Nintendo. What Nintendo does better than any other company is build hardware that has specific features that can be serviced well in games.

Then, as a game maker, they make games that really showcase and leverage those features, whether that's petting a dog in Nintendogs or drawing on a map in Zelda or doing rapid number writing in Brain Age. Those are all examples of how they made touch relevant to a play experience at its very core. The same thing is true on the Wii, with the Wiimote.

I think it's incumbent upon anyone who wants to be a successful creator and publisher of games on the iPhone to ask yourself what kind of experiences you can build that take full advantage of what the device has to offer, with the touch screen, the GPS, the connection, the accelerometers, the fact that you have a camera, your media - your photos and pictures that exist on the device.

I don't really think the right path to go down is to immediately start thinking about how to build bigger, better, higher-end, more traditional gaming experiences. Rather, not to obviate or ignore those things, but rather try to take true advantage of what's in the system. So if you saw a game on the iPhone, you'd say, "Wow, this is only a game that can function on this platform."

To answer your question about who the customer is, I think at the end of the day, you can really think of three groups of people with varying degrees of overlap.

There's the hardcore customer - and I don't necessarily mean a hardcore gamer, but someone who is probably male, are probably fans of the system, and definitely grew up gaming - the early entertainment and technology adopters who are deep into not just the software itself, but the details about the story and the making of the software. I think that's probably the core that we're going to have to pass through.

Then there's what you think of as the primary customer. These are the people who grew up with gaming, but potentially grew out of gaming. This is the audience of people that the Wii and to a lesser extent the DS has been able to unlock.

These are people who, at one point in their life, might have finished Zelda, but right now, are trying to figure out how to have social entertainment experiences, either in their home or on the network, that aren't occupying more than 30 minutes to an hour of their time.

And then you can think of the last group of people as what Nintendo calls the Touch Generation. It's basically 8 to 80-year-old gamers, and essentially anyone with the device. I don't know about you, but I finished Zelda on the Wii. I play Wii Sports, and I play Guitar Hero.

If you look at that and said, "Wow, okay, he's finished Zelda. He must be a hardcore gamer. Yet he has a little fun playing Wii Sports, and he has a lot of fun playing Guitar Hero."

Why should I get bucketed into the third type of consumer? I think we should be offering a framework for people to essentially define their entertainment experiences in the ways that they define it. If they want a PopCap-type game and an RPG-type game and they want to play those on their device, then we should be offering them the opportunity to at least access those, and in some cases have those to all buyers.

There's not necessarily clear stratifications or sharp divisions, necessarily, between what people are actually interested in, which makes it difficult, but it's a challenge that I'm sure you're interested in facing.

NY: Yeah. I think where we're going to start, is we're going to say, "Okay, what are the three to five games that we're going to commission that really showcase what the device can do?" and "What's happening in the independent developer community that is a work in progress that might need financing or taking to the next level, or are great ideas from great teams of people who just want to get started on the iPhone?" We're going to look to those to get to a similar end. What's really going to showcase this device?

Have you started any development or even started any talking with developers? What stage are you at right now? Can you talk about that?

NY: Barely, right now. We literally announced last week that I was leaving Electronic Arts, and that had been something that was in the works from the preceding couple of months, so we had a transition plan in place that would make sure the things that were in my responsibility set would be handed over smoothly.

We do have some conversations going with some developers - really small, core, independent teams of people - and we have a clear picture of the first five things that we would like to commission and finance. But beyond that, we're not really at super-earnest development on these things, so it's a great opportunity for ideas from the outside to influence things.

2009 IGF Announces Call For Submissions, New Judges, Awards

Think Services, organizer of the Game Developers Conference (GDC), is pleased to announce that submissions are now open for the 2009 Independent Games Festival (IGF). Submissions to the 11th annual festival are due by November 2008, with finalists to be announced January 5th.

Games selected as finalists will available in playable form on the GDC show floor and will compete for nearly $50,000 in prizes, including awards for Innovation, Excellence in Design, and the coveted $20,000 Seumas McNally Grand Prize.

Winners will be announced on stage at the prestigious Independent Games Festival Awards on Wednesday, March 25, 2009, at the Moscone Center in San Francisco. The Independent Games Festival Awards are held along the Game Developers Choice Awards and both award shows are part of the 2009 Game Developers Conference.

Over the past few years, the Independent Games Festival has helped guide the rise of the indie game scene by honoring and popularizing the best and brightest independent developers and their games. Former IGF winners include Everyday Shooter, Audiosurf, and World of Goo.

Notable evolutions to this year’s festival include:

- A number of new IGF judges, including Spore designer Chaim Gingold, World Of Goo co-creator Kyle Gabler, The Sims Studio head Rod Humble, Civilization IV co-creator Soren Johnson, Rock Paper Shotgun co-founder Jim Rossignol, and Crayon Physics author Petri Purho.

- Returning IGF judges include independent game creators Jon Blow (Braid), Raigan Burns (N+), and Derek Yu (Aquaria), game industry veterans Brian Reynolds (Big Huge Games), Chris Rausch (SuperVillain Studios), and Chris Charla (Foundation9), and journalists N’Gai Croal (Newsweek), Chris Kohler (Wired News), and Stephen Totilo (MTV News). The full list of judges will be announced in the near future.

- In addition to the $20,000 Seumas McNally Grand Prize and the awards for audio, art direction, design and technology, the IGF is presenting a new Innovation Award in the Main Competition. This new award is intended to honor abstract, shortform, and unconventional game development, allowing more esoteric ‘art games’ to compete on their own terms alongside longer-form indie titles.

“We’re delighted to welcome a new cadre of judges, alongside categories that encourage even greater experimentalism and innovation, to our industry-leading indie game competition”, said Simon Carless, Chairman of the IGF. “We’re very much looking forward to see what you crazy independent developers come up with this time round.”

Submissions to the competition are now open to all independent game developers; important dates for IGF 2009 are as follows:

July 1st, 2008 - Submissions are Open
November 1st, 2008 - Submission Deadline, Main Competition
November 15th, 2008 - Submission Deadline, Student Competition
January 5th, 2009 - Finalists Announced, Main Competition
January 19th, 2009 - Finalists Announced, Student Competition
March 23rd-27th, 2009 - Game Developer’s Conference 2009
March 25th-27th, 2009 - IGF Pavilion @ GDC
March 25th, 2009 - 2009 IGF Awards Ceremony

For a complete list of IGF 2008 event information, please visit the official Independent Games Festival website.

GameSetLinks: The Very Model Of A Modern Otomedius

When the GameSetLinks get a bit frantic, in terms of compiling, then yes, I will start referencing Gilbert & Sullivan in relation to odd Japanese Xbox 360 touchpad joysticks. What of it?

Luckily, this set of links is also filled with other more sane things - including cute Flash games, the 'Kirby Dots' Photoshop plugin, RPGMaker and XNA hanging out in the corner smooching, and lots more.

Ready steady cook:

Canned Dogs » Blog Archive » RPGmaker to produce Xbox 360 compatible code
Via XNA Creator's Club - this sounds potentially very interesting.

Arcade Renaissance: Amazingly hot Otomedius arcade stick from Hori
''In addition to being one of the first arcade sticks on the Xbox 360 to feature Sanwa parts, the Hyper Stick Pro will also have a small touch input screen on the right side of the action buttons.'

Octopus Motor's 'Kirby Dots!' Photoshop plugin
Haha, Jack Kirby-ize your illustrations with Sparky and Lars, this is awesome. And game related cos they are STILL making They Came From Hollywo