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July 12, 2008

COLUMN: The Z-Axis: 'Hardware Constraints Are Player Shackles'

['The Z-Axis' is a bi-weekly column from game writer Michael Zenke, stretching games and gaming trends out planarly to poke, caress, and pinpoint the innards of what makes them great. This week, he crankily denounces beautiful graphics in favor of focusing on other aspects of game development]

The modern face of game development is like that of Janus, the two-faced god. Out of one side game developers and industry commentators praise modern storytelling techniques, cheering on the fledgling stages of an up-and-coming art form. The other face (voiced by those same developers and commenters) is bellowing buzzwords and systems specs to a crowd of slavering graphics-porn aficionados.

Not only do both of these faces let slip a lie or two as they wail, they're working very much at cross purposes. In trying to work both sides of the coin, developers harm themselves, their audience, and ultimately their game. Ultimately the drive for more realistic graphics is a fool's errand, a tilting-at-windmills crusade undertaken by companies more interested in making a buck than in creating a compelling experience.

Today I'd like to explore how the drive for graphical excellence has forever muddied the waters of game creation. While PC game developers are particularly guilty of this, console developers bear just as much of the guilt.

There is hope, of course, as some developers turn their backs on the siren song of "moar pretty". Still, the laundry list of titles released too little or too late because game-makers listened to Janus is far, far too long.

But It Looks So Good

Let me clarify what I'm saying here. There is a fundamental difference between a game's graphical presentation (hardware requirements, architecture, technologies) and a game's artistic presentation (art assets). I love game art. I think that beautiful visual experiences are one of the main reasons to play games, be they simple handheld puzzlers or epic story-based console affairs.

Game art, though, is a measure of the skill of the artists on staff. The ability of talented women and men to put pencil to paper, digital ink to digital canvas. This skill, this art, is as much a part of a game's soul as the story, gameplay, and dialogue of a title.

The graphics engine used to render that art is technology. It's systems engineering, low-level design choices, hardware interactions and compliance tests. I have a lot of respect for the people that do that work, but fundamentally I think that these elements do not a game make. They're the substructure, the support, that allows a game to happen - and ultimately these systems should serve the game. The game shouldn't have to be bent, tweaked, or twisted to serve the engineering.

Games where the structure takes precedence are numerous, and ultimately even a great game can be weakened by overeager system specs. Wouldn't BioShock have been even more widely regarded if it had run on more systems? How much has Age of Conan's rocky launch been affected by the graphical fidelity Funcom sought out?

Why It Doesn't Have To Look So Good

The last few years of gaming have proven, on several levels, how successful games can be when engineering works to serve the game's best interests. My personal familiarity with online gaming leads me to draw from that genre for examples, and pulls up possibly the best argument on the side of art: Arena.net's Guild Wars.

Guild Wars is a wildly successful online RPG, an MMO with no reoccurring monthly fee. The game's unlimited playability is no doubt a contributing factor to its success, but the game's visual experience has to be seen to be believed. Sweeping vistas, alien landscapes, towering cityscapes, all pulled from the minds of Arena's stable of imaginative concept artists.

And everything renders without a stutter, pop, or slowdown on machines even three or four years old. Guild Wars is a liquid experience because the Arena engineers pride themselves on making a small, fast, tight game. Instead of striving for realism and falling inevitably short, Arena.net created a beautiful experience that still looks beautiful even years after the game was released.

This is what games should be about: fun without the fluster. Why try to reinvent the wheel for the 400th time? Say something meaningful through a well-turned phrase, a beautiful drawing, and a really fun level or two.

Not Just a PC Thing

Many players probably feel this way about PC games, but console gamers are suffering under the same yoke. While it's easy to point out the technological brilliance of Mass Effect, to ooh and ahh over the realistic facial expressions and conversation system, couldn't that goal have been reached sans five-minute-elevator-sequences?

More obviously, console games take just as long (or longer) to develop than PC games. What's going to result in a better game: a three year dev cycle with all new tech dominated by bug fixing, or a two year dev cycle based on existing technology dominated by content polishing?

Regardless of platform, design for the sake of engineering is a disservice to the player. Every second the player waits for your game to load because of that shiny rendering engine is a moment he could be having fun. If games are supposed to be doorways into new realms, doesn't it behoove the industry as a whole to make stepping across that threshold as painless as possible?

Forget About the Porn

My fundamental frustration with this element of the games industry is that it's all about pornography. It's about the conquest of new graphical terrain, hardware thrumming in straining boxes, and high-voiced smacktards grinning as their eyes consume polygons and framerate counts. Why does every game company have to be Marco fricking Polo when it comes exploring game spaces? Do they really think their revolutionary ideas about isometric hack and slash RPGs are going to remake the map? That their FPS-lite stealth game will shake the foundations of the industry?

Engineers are explorers. They break new ground in the sphere of possibility, opening up new realms to observe and utilize. Artists are communicators. They convey ideas and concepts, illuminating ideas within the human mind. These two disciplines are equally important, and equally valid approaches to making games.

We've seen a lot of exploration and engineering. We all know game developers can push NVidia's chipset past the breaking point. All I ask is, why not see what the industry can do with some year-old hardware, a decent writer, and a couple of great artists? Just for a change of pace?

PAX 10 Winners Announced: Indie Titles A-Go Go!

[Wanted to make sure all the GameSetWatch readers saw this it's great to see the Penny-Arcade Expo folks highlighting indie gaming, and this is a really good mix of student, PC indie, and console indie titles with intriguing and alternative gameplay aspects. Bravo.]

Organizers of the Penny Arcade Expo have announced the winners of its "PAX 10" independent games showcase, to be featured at the August 29-31st Expo in Seattle, including Audiosurf, Schizoid, and The Maw.

With the call for entries first announced in February, the now confirmed ten top winners have received four exhibitor badges and a floor kiosk to demonstrate the game at the forthcoming expo.

Expo attendees will vote on the games exhibited, and will award one with the "Audience Choice Award," which will be announced on the PAX website following the show, held at the Washington State Trade and Convention Center in Seattle.

The full list of winners - with further information available on the official Penny Arcade Expo website - includes:

- The Amazing Brain Train by Grubby Games (puzzle/strategy)
- Audiosurf by Dylan Fitterer (rhythm/action)
- Chronotron by Scarybug Games (puzzle/platformer)
- Impulse by a team of Rochester Institute of Technology students (puzzle)
- The Maw by Twisted Pixel Games (action/adventure)
- Polarity by a team of Carnegie Mellon University students (platformer/puzzle)
- Project Aftermath by Games Faction (tactical/action)
- Schizoid by Torpex Games (action/strategy)
- Strange Attractors 2 by Ominous Development (puzzle/strategy)
- Sushi Bar Samurai by Molly Rocket (exploratory puzzle)

Said Penny Arcade's Robert Khoo, "The variety and caliber of the titles blew us away. Narrowing down the group was a challenging process for the judges, but we're incredibly proud to have these ten games as our kickoff showcase and can't wait to see them on the show floor."

Analysis: 'Coopetition' - Digital Distribution's Enemy?

[How are exclusive titles affecting PC casual game portals? In an article that has wider digital distribution implications, Reflexive Entertainment's director of marketing Russell Carroll (Wik, Ricochet) delves into the "coopetition" between online gaming portals - and how developers can get caught in the middle.]

The casual games industry got its beginnings online with downloadable PC games. That birth was recent enough to rightly refer to the industry as "in its infancy." With infancy comes both growing up and growing pains, and currently, the industry is experiencing the later.

Competition

In the downloadable PC space, each of the casual game portals fights for customer eyes as it attempts to sell ever more copies of Diner Dash and Bejeweled. There are literally hundreds of websites selling casual games to online customers, but as is the case in any industry, there are a few locations that dominate most of the sales.

Much like Target and Wal-Mart, the largest portals fight over similar customers who are likely to pick one retailer and spend most of their time shopping there. There is nothing amiss in any of this. It's simply capitalism and business as applied to the casual games industry. That is, it's all normal, until you add the next factor.

Cooperation

Unlike other industries, most of the players in the PC casual space are both creators and distributors. They make games in addition to distributing games through their own portals. As a game developer, it is financially advantageous to distribute games not only through your own portal, but also through your competitor's portal.

Coopetition

This leads to a very tenuous balance in the PC industry, where the portals work both competitively and cooperatively with other portals in something I call coopetition. As you might guess, there are flare-ups in this relationship that depending on your point of view are good or bad for the casual game business on the PC.

In fact, one of those flare-ups has occurred over the last few weeks, which has me very interested, and so as a wartime reporter who happens to be entrenched in the action, I thought I'd share a little bit of the news from the front lines.

First Shots

Last October, I wrote an article discussing the differences between the portals and some of combative interactions between them. I want to revisit just one part of that article here, and that is the first maneuvers made by the portals in their coopetition battle.

I noted in that article that there was a large difference in game catalogues between the largest game portals. This came about as some of the portals felt that selling games created by their competitors was negatively impacting them.

In what was the first major offensive in the battle between portals, the major game catalog holders both pulled their game catalogues from each other and stopped distributing their own games on their competitor's portals.

The effect of this is portals that have increasingly unique catalogues. Personally I feel this division of game catalogues is negative for the industry - I can't imagine having to go to Target to get EA games and to Wal-Mart to get Activision games, but if you consider the situation to be more like Pepsi and Coke, then it is conceivable that it may be helping the industry.

Covert Action

Whatever concerns I've had about exclusive game catalogues, certainly the portals have seen value in having games that are exclusive. Over the last 18 months the major portals have worked feverishly to have exclusive games.

These games were exclusive for a period, typically two to four weeks, after which they were made available to the other portals. As a higher and higher number of games became exclusives, the portals started noting that once they received a game that had been exclusive elsewhere, the sales weren't what was expected.

To quote iWin, the sales were "spent."

In response to losing sales, a rumor of portals refusing to carry games that have been exclusive elsewhere has been circling the industry, and one company, iWin, has officially substantiated the rumor.

On iWin's developer relations contact page, it states that, beginning August 1, 2008:

"[iWin] will no longer be accepting games for distribution on iWin.com that are offered exclusively on another website other than the publisher's own site."

While iWin is the first to announce this policy of not accepting any game that was previously exclusive on another portal, it is not the only portal considering or implementing this, or similar, but less drastic policies that treat games that have been exclusive elsewhere as second-rate hand-me-downs.

iWin, in its thoughtful response as to why it is taking this approach (a must-read for anyone in or interested in the PC casual games industry!) compares the situation to movies, noting, "When Disney launches a blockbuster movie like Chronicles of Narnia, they don’t give Loew’s or United Artist an exclusive." The response further mentions that 70-80% of a movie's revenue comes in the first few weeks.

Though the comparison between movies and casual games isn't a perfect one, certainly if the casual game's industry follows a similar trend of a high spike of sales during the first few weeks, then missing out on those first few weeks would be extremely negative.

However, will refusing games that have been exclusive elsewhere solve the issue? What's the likely impact on the casual games industry in the PC space?

New Combatants

One of the most intriguing pieces of this new battle is how it brings the developers into the fray. Developers must choose between having exclusivity on one portal, potentially limiting their distribution, or fully distributing on all portals, and missing out on the rewards that exclusivity can bring.

There are certainly arguments that can be made as to which is the financially better approach, and certainly there is no clear path that is always financially more viable, but regardless of what path is chosen, developers are choosing a path that aligns them with one portal's approach or another's.

Developers are being unwittingly recruited into the battle and are at the forefront of the current skirmish, and as it true of all battles, those on the front lines are the most likely to be injured by the fighting.

Speculation

So what is the end result of this latest move? Until it has all played out we can only guess, but it turns out that guessing about the future of the games industry is a lot of fun, so let's have at it.

There are few industries that can support competing products that are very similar. In the PC downloadable Casual Games industry, the game catalogues between the largest portals still have a lot of overlap, but due to exclusives over the last year and a half, the titles in each portal's catalogue have become much more unique (even if the products remain VERY similar).

I expect that catalogues will continue to differentiate, and I think that is a bad thing for the industry. The separation of catalogues makes it more difficult for new brands to grow strong (notably that may mean older brands are strengthened in the current climate). Like iWin, I think creating a climate that makes it harder for new brands to grow will ultimately keep the PC space more niche.

When something is only available at Wal-Mart or at Target it hurts sales of that item overall unless it already has a strong established brand. Certainly the decreased availability of a new product does not help it in creating awareness and brand strength.

On the flip-side, exclusives, if continued, I believe are very beneficial to the individual portals. The fact that portals with an exclusive can command such a large portion of a game's sales works out tremendously to their advantage and can be used to build a base on which they can create more sales with each new exclusive. The additional earnings allow the portal to grow faster than its rivals.

While the growth of the largest portals may or may not help the developer, clearly the additional money gained from exclusives will directly help the portal and put it in a better situation than its competitors.

And The Band Played On

The casual games industry, like all other industries, exists to make money. It just so happens to be making money off of casual games, and so we tend to think that the competition is more friendly.

While certainly it's a friendly industry, the latest offensive in the battle has drawn more battle lines and has conscripted developers into the fray, making the tenuous balance a bit more tenuous and a bit less balanced.

The end results are uncertain as the battle rages on and competition heats up, but the change in how portals treat exclusive games is a major one that will greatly affect the landscape for the foreseeable future.

Best Of Indie Games: Split, Shift, Destroy

[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 delights in this latest version include two freeware adventure games, a physics-based puzzle game, a dimension-shifting platformer and a new monthly game from this year's IGF Grand Prize winner.

Game Pick: 'Totem Destroyer' (Gabriel Ochsenhofer, freeware)
"A physics-based puzzle game where players must attempt to remove a certain number of blocks in each stage to progress. Plays a lot like Jesse Venbrux's Mubbly Tower, but in reverse."

Game Pick: 'Dirty Split' (Dreamagination, freeware)
"A point and click adventure game with gorgeous artwork, a catchy soundtrack, professional voice acting and decent writing all woven together to create one of the more impressive freeware releases this year. Take control of a private investigator named Baxter as you attempt to solve a criminal case, which will require trips between three different cities in order to gather new clues and evidence."

Game Pick: 'Shift 3' (Antony Lavelle, browser)
"A sequel to the series of platformers based on the idea of shifting dimensions, featuring more twisted puzzles and achievements to unlock in this episode. The story starts off with a feeling of familiarity but quickly turns into an open-ended adventure with multiple paths to explore."

Game Pick: 'Jimmy's Lost His Toilet Paper' (Petri Purho, freeware)
"Another awesome monthly game under the Kloonigames banner, made in under seven days. You play as Jimmy who embarks on an epic adventure to get his roll of toilet paper back, perhaps finding love or even the meaning to his life along the way."

Game Pick: 'Beauties and Beasts' (MashPotato, freeware)
"A short adventure game created by Marina Siu-Chong for a monthly AGS One Room, One Week competition. The quest basically involves stealing items from unsuspecting contestants who are preparing themselves for a local beauty pageant event."

July 11, 2008

Column: The Game Anthropologist: 'Game Community Interviews, Part 1 - THE CROAL'

typewriter.jpg[Regular GSW column 'The Game Anthropologist' is all about gaming communities. So, last week, Michael Walbridge interviewed a number of game writers and summarized their thoughts on why so many game writers spend their spare time writing even more on their personal spaces. In the coming weeks, Walbridge will be detailing some of the key points from the individual interviews conducted for the piece. This week describes the first interview with Newsweek writer N'Gai Croal.]

N'gai was the first writer I interviewed, but not the first person I contacted. On the first day I started asking, which was June 6th, N'gai responds with "Can you do a phone interview at 4pm EST...i.e. in 20 minutes?"

Um.

I realize that it's Friday. He's a busy man, he happened to be in his office, and he has about an hour left before his work week, if it has any semblance of normal standards, is over. In short, I get lucky, and I also don't have my questions because I assumed that I'd have the weekend to write them. Guess not.

So I don't have a way of recording phone calls. I still wonder how a good way to do this would be--not everyone will agree to Skype. They may have better things to do, and they may not be interested in using a headset.

I called him in what seemed an instant later--the last time I felt like this was when I called up a girl to go on a date, a feeling I thought would never resurface in my lifetime. Who the hell do I think I am? I could talk to some of these other people, sure, but an editor at Newsweek? As my very first interview that I'm doing in video games land? When I just have one commentless little first article on a column at GameSetWatch?

"Hi," I say. My first question is incredibly stupid, yet I don't realize how laughably bad it is until weeks later; I'm still embarrassed every time I remember. "So uh, how do you pronounce your name?"
"Guy," he says. Stupid Sprint service blind spot in my stupid apartment! "Excuse me, what?" I say politely.

"Guy," I hear again.

Crap. Well, I'd better get on with it--I can find out how to pronounce it from someone else. I can do that thing where I never use his name in the conversation, and he'll never know. He's an extremely polite fellow; in what little time I had for imagination I thought that he would sound like a New Yorker, with all the speed that implies that every word being said is worth money; and your money, too, so let's get this thing the hell over with.

But that's not what he sounds like--he sounds like he could be from the Midwest, or maybe California (he went to Stanford, I learn); I don't know where he's from, but he sounds very relaxed, and this relaxes me, despite what happens next.

“What is Level Up for, exactly? Why do you write?”

He was gentle with me. “Well, I’m curious to know what you think it’s for.” He sounded almost like a preacher who was trying to convert me--I'm not really sure where he's going with this. My interview skills are already being tested; I have to learn to talk with this Gai, not just interview him. Thankfully, I'm good at talking and bullshitting, or at least think I am, so I answer with some semblance of confidence.

“Uh…I would guess it’s a blog to discuss games and the game industry from different perspectives,” I gulped. Something like that--non-committal and without possibly conflicting with whatever he would surprise me with. Yeah, that'll work.

“Sure,” he said. “The short answer for why I made it is: to write about what interests me.” I was disappointed with this answer at first, but he elaborated: “I write about the art and craft of games. I’m aiming to writing intelligently about the games business with the knowledge and feel that what happens at game companies is affecting what we get to play.” He also spoke of trying to add more variety to his blog, “mixing in some essays about people, problems, trends, and a little bit of culture and art.”

Looking for a story, I said “What about these other blogs I’ve mentioned? Is there a common purpose or mission or method? Can the writing you’re all doing be labeled?” He mentions something about indie film and New Black Cinema and I have no idea what he's talking about, because I know don't know about those things.

I had to remember that more than almost any of these other writers with a heavy Internet presence, N’Gai has traditional, “regular” experience, and that hit home very hard by the time I was done. “It’s a lofty ambition to change coverage of games,” he told me. “I don’t think my writing could affect that. I’m just trying to fill it with interest.”

Oh! I get it. He's a journalist, after the old sort. He mentions one of the few things I already know--he has been writing since 1995. Level Up is an extension, a piece of his vast and superior multifaceted career (my words, not his). I remember something Leigh Alexander said to him on her own blog: that she views his position as the ideal place for her to end up, but that she doesn't begrudge him--he's earned it.

I take it in that direction, asking about coverage in the mainstream press. I treat him like a regular journalist and he gives me some juicy tidbits about journalism as a whole.

"Printed publications are shrinking and in the middle of layoffs, so the first area to go is the entertainment and arts section. And in there is video games. How high a priority are they going to place them? It's harder to convince editors that games merit coverage."

Awesome, and simple, and something I could have figured it if I'd thought about--game coverage struggles in the mainstream publications because (duh) mainstream publications as a whole are struggling. "We should be thankful we've got what we have," I think.

I still press the issue: why are games not desirable to be covered? What problems are there with game writing? He had said the traditional models are broken, after all.

Continuing with the issue of general difficulties in the publishing industry: "Less space contributes to reductivism; much space is used to compare games to other media. But it doesn't reveal enough. What we also usually see is a game's plot summary, what things the player can do, and how similar it is to other games."

There are exceptions; he dishes to me about some other publications and pieces and tells me what he likes and dislikes about them, and he talks to me about the state of the industry; as a professional he tells me it's all technically on the record; I know that he'd probably rather not see a quote about him talking about some other publication the next day, so I simply convey I'm interested in it but not for the sake of my article. This makes the interview extend to about 35 minutes.

Toward the end, and knowing he will be best qualified to answer, I introduce a new topic: "Do you think this is generational? Like, it's simply because most editors are baby boomers?"

Again, he gives me an opinion that is the most realistic and perhaps most depressing and encouraging at the same time. He says something different from what most of the other people I interview say.

"Sure, my editors are mainly boomers, so they have a harder time understanding. But it's my job to write well." He adds, "I have editors who indulge me--they did on GTA IV and MGS 4." I pause, distracted by the uninteresting fact that these games use different symbols for four.

Oh, right. But "no"?! Games aren't generally more accepted, played, talked and thought about by people between the ages of 10 and 40 compared to people between the ages of 40 and 70? Why? Why? "I agree. There's a lot of bad writing about games out there, but still, don't you think that some good writing about games is rejected due to simple differences?"

"Time won't fix it," he warns me. "There are editors you could call 'young fogeys' who don't know games. If they don't know, they don't know. It's my job as a writer to make it interesting."

I think on this. For the Xth time, he enunciates slowly and pauses so I can write. He gets that I'm not using a recorder, even if I probably should. He's a professional, he understands the older style of journalism I'm trying to do that he used to. Young fogeys? I'd have to agree, especially if that young fogey is a woman. I remind myself to ask the only woman I'm interviewing and indeed, the only other one who at this point has confirmed that she will interview, about what she thinks about the other divide. And I think for the Zth time: this guy is a professional, and definitely knows what he's talking about.

I gush as I thank him. He reminds me (okay, now he's definitely giving advice on how to write this) not to let his opinion color the whole thing as I write it, but it's too late. I've already had some conceptions shattered and I can't help but take a new approach when I talk to Kieron Gillen 5 days later. Any questions about games journalism are questions about journalism as a whole.

The original email I sent to N'Gai, with my wide eyes beaming, reflects one thing only: how I felt at the time I started this piece. By the time I was done, this was not the approach I'd taken when interviewing everyone else, even though I sent similar emails to everyone else.

"I write one of the columns at GameSetWatch. I'd like to do a piece on "intellectual" gaming websites and I'm contacting some of the people who make them. I was wondering if we could chat. If you are exceedingly busy, I'd be happy to just send a few questions along and get a few pat answers. If you're willing to talk, I'm open to Ventrilo, phone, Aim/Xfire, Gmail chat, email, etc.

Example question: what you would even call Brainy Gamer, SVGL, Level Up, and similar blogs? Do they merit a classification?

Let me know if/when/how you are available. It's not an extended interview--I'm going to talk to as many as I can and get some material from a variety of places, so it won't be putting you or Level Up on the spot. The format is casual/newsy with quotes from different figures and places.

Thank you,
Michael Walbridge"

COLUMN: Vox Populi: 'The First Of Its Kind'

[Vox Populi, a somewhat unexpected new development for GameSetWatch, is a bi-weekly column discussing things we've heard - and things you've told us - about video games today, and video games in the future.]

Welcome to the first Vox Populi column. As you can see, there's some information we thought it might be good to bring to light - so we have done just that. We hope you enjoy it:

- What's SuperNormal? Other than the state of being extremely normal, Vox Populi believes that it's the name of Ready at Dawn's new project - and may very well be the original IP targeted towards next-gen systems that the Irvine studio is currently working on. It's probably too early to see much of that game at E3, but watch for more information about it as it gets further into to development.

- EALA's acclaimed Wii physics puzzler Boom Blox looks to be getting some kind of spiritual successor, according to job postings Vox Populi dug up. Several of the naughty specifics cited: "Come join the team that created BOOM BLOX, here at Electronic Arts Los Angeles!"..."creating accessible, quick-to-the-fun games for all ages on the Nintendo Wii!"..."Interest or experience with physics gameplay a plus!" More throwing things at things, then?

- Funcom's Age Of Conan has been the most successful launch at PC retail in America since the last holiday season, according to Vox Populi's sources, with almost 250,000 retail units sold in just its first ten days on sale in the U.S., between standard and limited editions. This ties up with recent public figures that say 700,000 players have created accounts, worldwide.

- It appears that Activision has backtracked on its recent decision to shutter Underground Development (formerly Z-Axis) at the end of May, since the Foster City, CA studio is "currently working on an expansion for the highly rated Guitar Hero series," according to some web pages Vox Populi was pointed to. We're thinking Guitar Hero: Metallica, but who knows?

- Vox Populi has received word that Ubisoft's 'CamCam' product may currently be in private beta testing - but what is it? Other tipsters have uncovered trademark indications suggesting it's some kind of camera-related software - given Ubisoft's predilection for DS add-ons such as the pedometer for My Weight Loss Coach, perhaps the add-on is a DS camera/game combo? We vote for either that or something Wii-y.

- Sources have told Vox Populi that EA Chicago's now-canceled sequel to lukewarm-received hip-hop fighter Def Jam: Icon would have allowed players to create their own songs to use in the game, in a manner none too different from the highly touted create-a-song feature of the forthcoming Guitar Hero: World Tour. However, the opportunity for gamers to create their own beats with the legendary rap label may not be dead, if a recent Def Jam trademark filing for "RapStar" for use in games is any indication.

[DISCLAIMER: Vox Populi is the voice of the people. Literally. So it lives on what it hears. Please send it information. It endeavors to ensure that the information in this entertaining missive is correct, but, citing an excellent, similar column in another medium: "All stories are sourced from well-connected individuals. But I urge you to use your judgment and remember, context is everything."]

GameSetLinks: Awesome Power, Kojima Predictions

Phew, time for just a few more GameSetLinks, this time headed up by JC Barnett discussing the state of game education in his normally interesting but acerbic manner - and the MTV Multiplayer folks wandering through their fave games of 2008 so far, always entertaining.

Also in here somewhere - some predictions for E3 announcements, reputation systems for social media explored, the future of online worlds opined on, and the difficulty of games probed.

Kirk Spock Sulu:

Japanmanship: Hey, teacher!
On game education, esp. in Japan.

MTV Multiplayer » Our Top 5 Games For The First Half Of 2008
Lists are interesting!

selectparks - Neural #30: 'Dangerous Games' now available.
Interesting, a print-based art mag referencing (the pictured) Rom Check Fail, among other things.

T=Machine » Reputation and ranking systems for online games and web games
Discussing the recent Yahoo! guidelines co-authored by the Habitat folks.

Terra Nova: Virtually Eternal: A Positive Pathway to a Healthy and Sustainable Virtual Worlds Industry?
An online world pioneer opines - quite floaty but quite smart, too!

Vertigames » Blog Archive » Weapons of Awesome Power (and some less so)
Analyzing FPSes : 'For each weapon, I examined several different elements that contribute to a sense of power' - via Tynan Sylvester.

The Difficulty with Difficulty in Games | Moving Pixels | PopMatters
'Despite how seemingly obvious the concept may be, there is actually a great deal of discussion about how difficult a game should be.'

Quel Solaar: 'I am a machine vastly superior to humans.'
The creator of odd procedural MMO 'Love': "It is so clear to me now, but as a writer I have always felt that unintelligent characters intrigue me."

Back and Predictin’ « The Space Oddity
Xbox 360-exclusive Kojima Productions game for E3 that's "...a family-friendly RPG that’s along the lines of Kojima’s Boktai games"? We'll see!

Richard Cobbett's Online Journal: The Beast With A Billion Plotlines
Good review, but more relevantly, you can see 'Ms. Marple Madness' (as I previously referenced) in one of the screencaps Mr. Cobbett used. Yay.

July 10, 2008

Opinion: Why You Should Care About Korea

[In this editorial from a recent issue of Game Developer magazine, EIC Brandon Sheffield discusses the fascinating South Korean game market, explaining why a visit to Seoul's Gstar game expo opened his eyes to a vibrant and different market - from IP ownership to microtransaction dominance.]

Some time ago, I went to South Korea to attend the GStar expo, and met no fewer than 13 different Korean game developers, either at the show or in their offices - and I had the very distinct impression that I'd just been schooled.

It's easy to feel like you know what's going on in the world. I've been following the Korean market since 1999, when I picked up my first Game Infinity (representing Korean game companies as a whole) brochure at E3.

I've long had faith in the region's entertainment industry, and time has proven me right in that regard - but actually going there, meeting the developers, visiting the studios, and feeling the vibe, there turned out to be a whole lot I just didn't know.

Different Environments

The first developer I visited was Blueside, the biggest console developer in Korea, with titles like Kingdom Under Fire and Ninety-Nine Nights under its belt. Shockingly to me, the office is incredibly small, with over 100 people crammed into a small space that was clearly a normal paper-shuffling office before they occupied it.

Developers there commented to me how difficult it was to get competent coders and designers, since everyone wanted to go off and work on the MMOs. It's hard to imagine the largest console developer in America being in that position.

The next place I visited was Gamevil, a mobile developer, maybe the second or third largest in the country. That company too had just over 100 people, but their space was easily twice as large, in a building in a much swankier part of town, with gorgeous company-green walls and frosted glass partitions for the big bosses' offices. The difference in vibe (and revenue) was palpable. Gamevil, for its part, doesn't feel it's the right time to get into the console space.

Next there was Gravity, a middle-tier player in the online space, which had early success with Ragnarok - success that hasn't yet been repeated, as Ragnarok lumbers on with higher rates of use than its sequel.

Gravity for its part occupied five floors of the Meritz Tower in the Gangam part of Seoul - one of the nicest areas around. 380 people are spread across those floors, with plenty of space for all. The difference in scale was just staggering, and almost seemed inverse to the situation in the West, where console still rules.

Different Revenue

We all know about microtransactions, of course. But what surprised me is that Korean developers get much larger revenue shares than we do on this side of the pond. Gamevil gets 85 percent of the profits revenue from their games, while the carrier gets only 15 percent. For games that need servers (like mobile MMOs), it's more like 60/40.

Then there was N-Log soft, developer of B.O.U.T., which Acclaim brought to Western markets quite recently. N-Log is relatively small for an online developer, with (again) around 100 people, so I asked if it was difficult to keep their IP since they always partnered with publishers.

They looked at me like I was crazy. "You mean developers in the West don't keep their IP? It seems like you would really want to." It was tough to talk after that, what with my jaw permanently affixed to the floor.

Different Skill Sets

Korean companies are looking to expand into the West, so naturally they're toying with the idea of entering the console market. Trouble is, the industry grew up so fast around online games, which are never finished, that very few companies know how to make finalized, complete boxed products.

Blueside and Softmax (Magna Carta) are the only companies that have really done it in the current era, and I didn't realize what a large problem it was until I interviewed, well, everyone. The consensus was; "If we move into the console space, somebody has to help us figure out how to make a complete product out of our property." Their pipelines aren't even set up for it, given the different nature of the online space.

In terms of those who have done it, Blueside had help from Microsoft, and has hired a foreign graphics engine coder. Softmax had help from Bandai. Nexon, I learned, is getting help from Nintendo for its Maple Story DS port. Ntreev's Pangya for Wii was handled by Tecmo. Gravity is looking for partners.

It's basically ubiquitous - no matter how creative and lucrative these companies are, they grew in a very different direction, and while they're ahead of us in network infrastructure, they're behind in other ways.

Different Players

Gold farming and real money transactions are a fact of MMO player demographics, there's no denying it. But I didn't realize just how many players actually consider item sales their "jobs."

It was Blueside who first introduced the idea to me, cynically stating that consoles won't succeed in Korea until players start just playing games for fun, instead of treating them as work. I laughed then, but subsequent meetings only served to confirm the theory.

Companies from Gravity to Ntreev to Nexon agreed that a very large number - varying from 30 to 50 percent, depending on who you ask - of players in South Korea are playing games as a job. Generally, people didn't feel too good about it either, which at least indicates that people aren't designing them with that as a goal. But it's still disconcerting.

South Korea's got Seoul

The fact is, Western developers have ignored, discounted, or simply not known about the South Korean market for far too long, and now we're face to face with reality. Aside from World of Warcraft, they've taken a genre we invented, and perfected it to the point where an online dance game like T3 Entertainment's Audition has tens of millions of subscribers worldwide.

That's rather a lot of people, and we're ignoring it. When I first noticed that company in 2002, they were making a game called Raphael that was so rudimentary as to almost be freeware.

I know it gets tired, and people tend to scoff at the changed brought on by microtransactions and smaller web-oriented MMOs. But the industry has come a long way. It's time to start paying attention to what we can teach each other.

2008 Game Developer Career Guide Issue Available For Free

[Delighted to mention the free version of our yearly Career Guide magazine here - many thanks to Jill, Brandon, Jeff, and the other folks who made it possible, and try to check it out, if only briefly, since there's plenty of things in the mag of interest to everyone, not just industry beginners.]

For the first time ever, Game Developer’s annual Game Career Guide, a special edition magazine devoted to helping aspiring video game creators and guided by the editors of the Game Career Guide website, is being given away for free.

The special magazine - part of Think Services, as is this website - is now available as a digital version, with both web-readable and PDF downloadable versions to choose from.

The Game Career Guide issue includes a version of Game Developer's famed salary report for entry-level jobs in video game development, as well as numerous articles with tips on breaking into the industry - with former or current staffers from Secret Level, High Moon, Vicarious Visions and Linden Lab all contributing.

Also included in the 2008 edition is a postmortem of notable student game Gesundheit, as well as detailed advice on how to answer ten frequently asked questions in game development job interviews.

The editors of Game Developer magazine and the GameCareerGuide.com website, who created the special issue, say making the magazine free to readers this year will allow them to reach out to aspiring video game-makers as they never have before.

“There are so many people, both young students and experienced professionals from other industries, who contact us time and time again looking for information about working in the video game industry,” said Jill Duffy, editor-in-chief of GameCareerGuide.com and co-creator of this issue of Game Developer.

She added: “The game industry has this mystique of being inaccessibly glamorous and very restricted. Neither one of those things is really true. What the Game Career Guide does is remove all those perceived barriers and give people the information they need in an unintimidating and inviting way.”

Other highlights of the 2008 magazine include a lighthearted game development quiz, testing how much you know about video games from a developer’s perspective, and an index of more than 100 colleges and universities offering programs and degrees in game-related studies.

The Game Career Guide is now available for digital download, and physical versions of the magazine will be available for free at major game-related events over the next few months - including SIGGRAPH, Penny Arcade Expo, E For All, Austin GDC, Game Developers Conference 2009, and more.

COLUMN: 'Cinema Pixeldiso' – New York Asian Film Festival Part 2

['Cinema Pixeldiso' is a semi-regular column by Matt 'Fort90' Hawkins that takes a look at movies that are either directly based upon or are related to video games, with a focus on the obscure and the misunderstood. This week’s entry takes a special look at the recently wrapped up New York Asian Film Festival - and contains 'plot spoilers' for both shows/movies referenced.]

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The New York Asian Film Fest 2008 just came to an end, and it was easily the best one yet. The final few days alone saw a documentary that examined the rough and tumble lives that stuntmen in the Korean film industry lead, a spaghetti western a la Takeshi Miike, a love letter to Hong Kong and pick pocketing by the master of the heroic bloodshed Johnny To, and Robocop done Japan-style, plus numerous other eclectic reminders why I'm not the least bit interested in seeing Hollywood fare like Hancock or Wanted.

There were also plenty of video game-related offerings. As mentioned previously, you had the Beauty Chanbara, based on D3's small budget game gone (somewhat) big screen zombies and swords and boobs spectacular, as well as the US debut of Game Center CX, retiled Retro Game Master for American audiences. Last time I went over the first of the two episodes that made their debut, so let's take a look at the second one!

Retro Game Master Episode 2: Ghosts 'N Goblins

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Just as before, we have our man, the Kacho (television comedian, Shinya Arino), sitting down to face off against another classic from the yesteryears of gaming for the Famicom (or the NES its known in the land of the rising sun). Last time he tried his hand at a game so punishing that it's practically become legendary... at least in Japan. Meanwhile, even the savviest diehard gamers here in America have zero clue regarding the existence of Atlantis no Nazo, or The Mystery of Atlantis.

The game this time is Makaimura, better known as Ghosts 'N Goblins, a game that most know, as well as fear and loathe. And such familiarity makes this particular episode so much enjoyable than the first one. Because the viewer (at least those who have played G'NG, which at the very least is a lot more those who know about Mystery of Atlantis) is able to follow along the Kacho, knowing exactly what dangers and frustrations lie exactly ahead of him. And watching him tackle and suffer through the same exact punishment as we all went through in our youth... it's not just entertainment, it's catharsis.

Right off the back, the Kacho has major problems with the game. Aside from the fact that it's tough as nails to begin with, his biggest obstacle makes himself known almost immediately; the Red Arremer, a winged devil that swoops down at the player with a crazy, tough to figure out, pattern and makes the game in general a living hell.

First the Kacho tries to fight the demon head-on, and that doesn't work. Next he tries to simply pass it, but the devil follows relentlessly, so that strategy fails. After three plus hours and ninety-two failed attempts, there is finally success! But just then, "Assistant S" shows up to inform the Kacho that he has to go cross-town for an interview (the subject being legendary Sega designer Yu Suzuki, for later on in the program... which was not included... hopefully when the show finally manifests itself on these shores, whether it be on television or on DVDs, we'll get the total package).

To console the Kacho, and keep him sharp, Assistant S lends him a GBA with Famicom Mini version of G'NG for the car ride. And as he plays, S passes along some words of advice regarding Red Arremer, for next time (which in this case, is jump backwards and shooting as the devil swoops in for the kill).

After the interview, it's back to business, with the GBA training seemingly a success! That is, until the Kacho comes across the cyclops end boss, which quickly ends yet another game. So back to square one, yet again. And again. And again. Finally, after 5 hours and 23 minutes. the Kacho manages to best the first stage, and we hear from the narrator that it's easily the worst start thus far in the series.

Onto stage two! Where the Kacho is offed in a matter of seconds. Damn. Back to level one, all over again. This time, the Kacho gets killed right off the back for just being sloppy, and that's when Assistant S mention of "the forbidden trick"... a continue code (at the title screen, hold right and press B three times), which elicits a "why didn't you tell me this earlier!" from our host. But even with the continue code, the stone golems that litter the second stage prove to be a real nuisance, since they require so many hits. And once more, it’s Assistant S to the rescue, with an old Hudson Joycard controller that sports turbo fire.

Again, half the fun is not just watching Arino struggle, and how he deals with it, but also when he supposedly comes across some winning edge, yet still manages to fail, such as when, despite his new found ability to lop projectiles with the speed and consistency of a gun, still dies due to falling down some errand pit. Even better is the sometimes train of thought muttering as the game begins to become a chore, such as why your character gets naked.

Eventually, the Kacho makes towards the end of the second stage, which has not one, but two cyclops! Though with the help of the Joycard, they are (relatively) quickly dealt with. Finally, onto stage three, where the last boss is a huge dragon that's as much as a flying nuisance as Red Arremer, so fatigued and annoyed, the Kacho passes the controller to Assistant S. S handles the dragon, and the Kacho takes over for stage four, which not surprisingly isn't any easier, thanks to the reappearance of the Red Arremer.

As for the boss, it's the dragon once again, but since S was the one who handled him last time, the Kacho is totally unprepared, and the inevitable goes down. At this point, the Kacho has been playing for something like nine hours, and it's almost midnight. So the producer decides to hit the pause button and continue at a later date, which again is a first for the series up till now. But the Kacho is also given homework; figure out how to beat the dragon, since it was S who did the dirty work for him.

Day two of the G'N'G challenge, and the Kacho shows up clearly tired. But it's clear that he's done his homework, as he plows through both stages one and two with zero effort. "I've had lots of practice!" boasts Arino. But the dragon once again gets the win, so now it's time to hit the whiteboard to plan out a strategy. And it works! Stage four sees the return of the dragon as the end boss, unsurprisingly, and the stratagem works once more.

It would appear that the Kacho's got this game in the bag, but right on cue, the difficulty level once more flies off the chart, with tiny enemies that fly all over the place, simply overwhelming him. The Kacho's fingers are now starting to hurt. As for the boss this time around? Red Arremer's bigger brother, Satan. Back to the drawing boards! And with that, we're just one step closer to the end...

Stage six is just a boss rush, and is so uneventful (meaning that we've already seen Arino's ass being handed to him plenty of times) that we don't even get any highlights. It's at this point in which one wonders if the Kacho is actually going to accomplish his goal, but another four hours later, its the final showdown against the big boss, Lucifer. And, a grueling 16 hours spread across two days later, along with all the lessons learned along the way, the Kacho and his assistant is treated to the conclusion of this game's story...

... Or not. When they discover that they have to do it all over again to see the game's "true ending", Kacho immediately goes "HELL NO!" Simply because "there is a limit to how much one loves a video game!" Though afterwards, we're greeting with the Kacho addressing us, the television viewer; he knows that people want to know how it really all ends, so he plays for us the actual finale, as reached by his assistant. And unfortunately, it’s rather anticlimactic, but that was the case for lots of games back then, so there's no real need to start complaining about G'NG now.

So yeah, even know the Kacho is less than successful, especially when compared to the previous episode, it's actually more fun to watch him flail and fail, if only because of the familiar territory. Though once again, as awesome as the show is, it'll be all but impossible to sell to Peoria. I personally would like to see it just come out on DVD... there is simply no way in hell that the show will work on network television, without much meddling from network executives.

Plus, on DVD, there might be a far better chance to see the rest of the show, such as the interview segments; I myself am a hardcore Yu Suzuki fanboy, and I hear that he talks about his work on Virtua Racing and Virtua Fighter 1 in this same episode... I would kill to find out more.

Like A Dragon

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I already touched upon one Miike film in the beginning (whose presence is simply a staple of the festival), but he's the dude who helmed the big screen adaptation of Ryū ga Gotoku, better known as Yakuza here in America. And right off the back, how was it?

Now, when I told various colleagues that I was seeing this movie, I got the same reason as I did with Chanbara Beauty: "The movie kinda sucks... You know that, right?" Well, I have no idea what they were watching, because Like A Dragon was hella enjoyable, and LOT better than his other movies that also made its US debut at the fest, Sukiyaki Western Django, which had glowing reviews surrounding it. And not to get off track, since this is a column that's squarely on video game flicks, but watching a bunch of Japanese actors try to speak like cowboys in English got old REAL fast.

But anyway, we're here to talk about Like A Dragon, which again is based upon a video game that deals with the life and time of Japanese gangsters. So right off the back, Miike has some interesting stuff to mess around with. It also doesn't hurt that the original game was penned by Hase Seishu, a noted Japanese author (who also happened to have other novels turned movies by Miike himself).

But unfortunately... I must admit to not being all that familiar with the game; I have played it, but I simply never got that far into things. I honestly cannot tell you if how close it is to the source material or not. So it is up you, our fine readers, to let me know if it's the same or not, and in the case of the later, to also inform the rest of us if this film sounds more interesting or if it totally misses the mark.

Well, to me, it certainly feels as if the movie recreates the game accurately, at least the essence of it. The first thing I noticed was the dude playing the part of the Kiryu looks exactly as he does in the video game...

That's our star, the center of it all. The setting? Downtown Tokyo, on the hottest day of the year. The movie wastes no time bombarding the viewer with a ton of information, including all the major players, and there sure are a lot of them. You have our hero, a gangster who literally just got out of jail for ten years and is trying to figure out the world today, the young orphaned girl whom he becomes the guardian off, the detective that despite his difference in background is old pals with Kiryu, two incompetent bank robbers, a masochistic gun dealer, a Korean hit man, a teenage convenience store clerk and his dopey girlfriend, and crazy one eyed, bat-wielding gangsta that is eager to say hello to his old buddy Kiryu.

Another major complaint I've heard from other critics is that the plot is too dense, with too much stuff going on. Again, I have to disagree. Though I guess I'm about to contradict myself, because I will also admit that I didn't completely understand that was happening before my eyes, so my overview might seem a bit disjointed to those that is intimately familiar with the movie.

All I can say is that I only saw this movie once, in a theater, as opposed to watching something on a DVD where you can hit rewind as many times as one needs to. Plus in a dark movie house, its all but impossible to write plenty of notes.

Though that being said, I still understood what was going on for the most part... it's just the finer details that were lost. But were also ultimately not that important, or at least not integral to the enjoyment of the movie. And in fact, the total chaotic nature of absolutely everything simply accentuated the mood; it's hot out there, and all hell is breaking loose. Things kick off at a bank where two inept bank robbers has everyone on the floor, hands behind their heads as they empty the vault... which is already empty. Which leads to much yelling and screaming between the two.

Practically next door at a tiny little barber shop is a mess of cops and detectives at a steak-out, keeping an eye out on the situation, including Detective Date, who we would discover is the only man on the force who isn't a complete idiot. We also learn that ten billion yen has been stolen from the Tojo Clan, a Yakuza family (which is what's missing from the vault).

Just as the AC dies for both separate parties, we cut to a convenience store where one of the clerks has just gotten off work and is joined by his girlfriend. The girl needs something and wants to go to another store, which is also where we find Kiryu. Also present are some Yakuza thugs that want to act as a welcoming party.

These few errand tough guys prove to be easy pickings, but more show up, and Kiryu has to go into full-blown one-man army mode. At one point, blue flame emanate from his fist, which is basically his "heat mode" from the game, where the player's character becomes super strong.

Caught square in the middle of this conflict are our teenagers from before, and when the girl takes cover behind the cash register, she notices it's open and gets some ideas.

Enter into the picture, Majima the totally batsh-t insane gangster, which is a staple of any Yakuza flick, that one guy that takes things "too far". Dude sports an eye patch, loves assaulting his own men with a golden baseball bat, and is the easily bored type, hence beating up his own dudes for not coming up with any ideas for the rest of the evening. That is until one mentions the missing Tojo money, and how word on the street is that the recently released Kiryu (who Majima knows, of course) is rumored to be behind it. Time to say hello to an old friend!

After that we quickly go back to the teenage couple over a meal, in which the girl reveals to the boy that she took all the cash and how they should totally go on a crime spree, since have lots of money is fun. And they do, by mostly hitting places like beef bowl shops.

Next we stop by the bank, where the two dunderheads are dying from the heat, as are their hostages. There's also a few scenes at a club in which a quiet, and bleeding, guy shows up that the guys running the joint don't know what to do with, but they've been given orders to just let him chill and they allow him to do so. Dude ends up making for them a killer drink as a quiet sign of thank you. Oh, we also find out that the reason Kiryu was at the store was to pick up dog food for the pup that the little girl that Kiryu is apparently looking after has befriended.

Like I said, there's a lot going on! Some of these folks are from the game. Others... I believe not. Or maybe they pop up later on. I certainly remember the bit about the little girl and our hero trying to find her mom. The silent bartender and his M.O. not so much. And one might wonder why there's a need for additional characters since the source material was brimming with colorful folks.

Who knows what goes on in the brain of Takeshi Miike? Remember, this is the dude that gave us Ichii the Killer and Visitor Q (all HIGHLY recommended btw), and as for as his standard fare goes, Like A Dragon is fairly pedestrian.

It should be noted that the movie is an interesting mix of the stuff that he loves to deal with, such as gangsters and over the top violence plus over the top characters, but mixed with traditional Yakuza film sensibilities. The film deals heavily with the dichotomy that crime and chivalry that the Yakuza philosophy embodies... at least on the big screen. The reality is, most folks in the Yakuza are anything but glamorous and dignified, and they almost exclusively pray on the week and easily intimidated.

But back to the movie! We soon join up with Majima and his posse, as they walk the streets in search of Kiryu. Though that doesn't stop them from bashing the heads in of whomever they come across, leading to a big gangland brawl for all in the middle of some small Shinjuku alleyway, highlighted by the sounds of the Crazy Ken Band, a kitsch pop musical act that offers sound support to the visuals.

In the middle of the fight, Majima goes into a DVD shop, goes through a secret back door, and meets up with the weapons dealer in our movie, portrayed by that goofy, fresh-faced fellow that's in like 35% of all movies made in Japan these days (his name is Yoshiyoshi Arakawa, and this year's NYAFF was somewhat in honor of the guy, mainly due to his very first lead role in Fine, Totally Fine, but mostly cuz it's about damn time people began learning his name, and I am to help that cause).

Majima slaps this poor kid around for some info, but only cuz he likes it! Majima also helps himself to some firepower, which quickly ends the fight outside.

We then return to Kiryu, who runs into Detective Date briefly and learns of the current situation, as well as why he's all of a sudden a target. We also discover that Kiryu's former boss, the guy that used to run the criminal underground with some semblance of order has been missing for a while, with someone new filling his role.

Meanwhile, the bank robbers, and their hostages, as well as the cops eyeballing them all continues to sweat as the kids go for a meaty target, this time a fashion boutique, where the guy begins to wonder why his gal Friday is so damn greedy for green all of a sudden.

We then get a nice musical montage of all our major players, going about their own business, not knowing that their paths are about to crisscross in all sorts of ways in just a few. The critics can say what they will, but the build-up is very nice.

At this point, backstory and plot-points are literally shoved down the viewer's throat; Kiryu and the girl end up at that club, which appears to be a safe place for the gangster, where he discovers that the girl's mom might be hanging around the new big boss.

Another discovery is how Kiyru might be a pal of the girl's mother's sister (or something like that... again. so much was being revealed, all at once). We then join up with Date who is part of the clean up crew, investigating the scene that Majima's men created. But once he reveals that something big is going down, the cops run off not wanting to get involved since "it's not their jurisdiction" which in turn gives Kiryu a little bit a breathing room.

Meanwhile, back at the barbershop where all those other cops are at, the guy running that joint goes to the back and runs into the silent bartender from before. Passwords are exchanged, in Korean, and we then find out that mister silent is also deadly... a Korean hit man who is in town because some other top gangster is coming to town, to meet up and maybe join forces with the aforementioned brand new Yakuza top don. Not much is known about this new central bad guy, other than all Koreans vehemently despise him.

Back to Kiryu and his ward at some bar, where he was assuming to find the girl's mom, or some info. The place is trashed, and he then gets a call via cell phone given to him by his buds at the safe heaven club, which features a funny little scene in which our man, due to being incarcerated for ten years, has no idea how to use a mobile, but naturally the little girl knows how to.

As the search continues, Kiryu finally comes face to face with Majima, and it's time to put old scores to rest, as they finally exchange blows. Mid boss battle anyone?

Then it's back to the weapons dealer! You know, in most games, your character is the only person who seems to be keeping whatever virtual shop owner in business, so it's at least interesting to see him make money from other folks. And it's a busy night for him, as not only has the teenagers stopped by (it's mostly the girl's idea, who wants to upgrade from a blade to a gun, to hit bigger and better scores)...

... As well as the Korean hit man. It's here we discover that the weapons guy is also Korean, and basically gives his stuff away to the guy. Again, all Koreans seems to hate this dude coming to town. Anyway, back to the good stuff, the fight between Kiryu and Majima; even when he's getting his ass kicked by Kiryu, he still manages to find the time to slap his men around for being idiots. It's pretty clear at this point who the real star of the movie is. The dude playing Majima (Goro Kishitani) simply steals every scene.

Time to check in with everyone else: now the streets are jam packed with Yakuza all running around, frantically searching for the missing money. The bank robbers decided to order in some fine dining for themselves and the hostages, which they are quite thankful for. Korean hit man has found himself a spot on the roof of some building, reading for his target, which is expected to fly to the top of some building via helicopter.

The teenagers decide to take a breather due to the insane heat, but that's when one gaggle of gangster spots them. The gun dealer from before suspected that they're the one who stole the Tojo Clan's cash, since the girl was carrying around a duffle bag overstuffed with cash, so he passed along the pic he took of them with his cell phone to all the dudes on the streets!

And what a coincidence; one of the men knows the girl, thus somewhat explaining her sudden need for cash. So they run off, but not without taking one of them down... though it was actually the Korean hitman from above offering some assistance. As for the dude she actually knows, they exchange gunfire, and he's dead. But she's hit too, and that's when we discover that they used to be a thing, until he wanted a baby, so I guess she was trying to buy herself out of the situation, or something like that.

Hey, speaking of hurt, what about Majima? He's on route to a hospital via an ambulance, with his loyal men by his side, unwilling to trust the medical assistance that are trying to help him.

Though he's okay in the end, and hijacks the vehicle. As for Kiryu, finally he meets up with the weapons dealer and we find out that the kid's mom is big boss man's lady friend, who is coming to town. For whatever reason, aside from reuniting a family, Kiryu has an old score to settle, the reasons which I'm not too sure of, simply because my head was simply spinning with all the stuff that was going on at the moment. Sorry.

Kiryu and the kid end up at a swanky massage parlor, where the mom might be working at, which turns out to be an ambush; Majima's men are there, fully loaded. But showing some sense of decency, he lets the little girl pass by as to continue searching for her mama, and let the men get down to business. Eventually Kiryu gets his hands on a firearm and the numbers are evened out to just one and one.

Unfortunately Majima soon gets the upper hand, as he first starts hitting him with balls served via his trusty golden bat, and soon just starts wailing on him with it directly. Just as it would seem his number is sadly up, guess who comes to the rescue? It's Detective Date who managed to unearth the missing Yakuza head!

It then becomes crystal clear: Kiryu must take down the dude who holds the key to the missing money, the missing mom, and a bunch of other loose plot points that I'm forgetting about... again, the very first evil bad dude mentioned, the one running the show now, not the second one that's coming to visit that is going to be assassinated by the Korean. Just want to make that clear. Though just a few feet out the door, and Kiryu is shot, stopping him dead in his tracks, and the girl is kidnapped. We also take a break to see the teenage boyfriend carry his dying girl on his back, to a hospital, but not before passing by his place of work and wondering, my God, what has happened to us?!

But fear not... our hero is not dead, just REALLY banged up, and in no condition for a face-to-face battle to the end. But he stumbles out of the sanctuary of some medicine guy's place and makes his way down the street, and is almost knocked down by the extremely low flying chopper that's carrying the final boss to his lair, which also breaks all the glass of every building it passes by. Though Kiryu's jacket is swept away, and we finally get to see his badass tattoo that completely covers his back (like all Japanese gangsters sport), in a shot that is supposed to resemble the box art of the game.

Eventually Kiryu reaches the top of the building, where his target, also sporting a cool tattoo (though not as cool as our main man's) is waiting for him. And the final battle finally goes underway.

Not surprisingly, Kiryu gets throughly trounced. Though just when you think it's over, that's when he decided to use the ultimate power-up!

But what about the dude on his way in the dangerously low flying helicopter? And the Korean guy that wants to kill him? The guy carrying around his dying gf? Those two sweaty bank robbers? Is Majima actually dead? Where's the money? And the girl's mom? Believe it or not, as detail oriented as I've been, there's a lot I haven't touched upon!

In the end, I honestly can't say how Like A Dragon fares as a video game adaptation, since I don't know it front and back. As a video game movie, there's a few "game-y" parts, but not a whole lot. The funny thing is, whereas most movies based on games have to make much of the back-story up since there's not much to work with, the source material had plenty, yet some stuff was used, while others was not, so I unfortunately can't make the call whether the choices made, as well as the deviations, were good or not.

I can see fans of the games getting upset over a less than faithful translation. I already know Miike fans are not in love with this not so wacky Yakuza flick, but not everything can like his Dead or Alive series (no relation to the game series of the same name, btw). So in that sense, this movie is a real bastard child... but one definitely worth looking into.

Thanks btw to Wired for letting me "borrow" their pic of the Kacho!

[Matt Hawkins is a New York-based freelance journalist and Gamasutra contributor. He also designs games, makes comics, and does assorted “other things.” To find out more, check out Fort90.com.]

GameSetNetwork: Are You Looking Lively?

Well, it appears to be midweek already, so it's time to round up some of the best original content posted on GameSetWatch's big sister site Gamasutra and our other subsites so far this week - and there's been some pretty neat stuff, actually.

Particularly recommended - our full-length tech features on responsiveness by Mick West, and on dialogue systems for games, as well as a chat I grabbed yesterday with Google Lively co-creator Mel Guymon, and fine interactions with Microsoft and Ubisoft Montreal staffers, plus the legendary Nolan Bushnell.

Onward and upward:

Programming Responsiveness
"If you can't control your actions in a game, might the game be to blame? In a technical article, Neversoft co-founder Mick West examines the problem of - and solutions for - response lag in game code."

Q&A: Google Announces Lively Online World
"Internet giant Google has announced Google Lively, a browser-based, game engine-using online world which is embedded in major social networks such as Facebook - Gamasutra talks to Google's Mel Guymon about the surprising announcement."

Defining Dialogue Systems
"In an in-depth Gamasutra analysis piece, Ellison looks at the universe and history of player-NPC dialogue in games, analyzing titles from Mass Effect through Facade to The Sims and beyond."

In-Depth: Greenberg Talks The State Of Xbox 360
"Microsoft exec Aaron Greenberg targeted Xbox 360's rivalry with Wii in a much-discussed story last week - the full Gamasutra interview with Greenberg is now available, adding commentary on digital distribution, the Asian markets, and the concept of the all-in-one entertainment console - more within."

Nolan Bushnell: What The Game Industry Misses
"Legendary Atari co-founder Nolan Bushnell is still in the biz, chairing the board of casual in-game ad firm NeoEdge and working on restaurant gaming startup uWink - and Gamasutra quizzes him in-depth on his projects and video games today."

The China Angle: Reaching Into The Heartland Of China
"Why would one of China's largest online games company's invest in a dating site? In Gamasutra's latest China Angle column, Frank Yu looks at Giant Interactive's recent $51 million stake in 51.com, concluding that the move will give the MMO giant greater reach into the country's less populated but significant urban centers."

2008 Austin GDC Audio Track To Include Sony Keynote, fl0w Session
"Organizer and Gamasutra parent company Think Services has announced that the audio track at its Sept. 15-17th Austin GDC will include sessions from fl0w composer Austin Wintory, representatives from Slipgate Ironworks, and a keynote from Sony Audio Manager Jason Page (Coolboarders 2, Gran Turismo)."

[Want to get RSSed-up with all Think Services' game sites? Quick list goes like this: GameSetWatch's RSS (editor.blog), IndieGames' RSS (indie.games), WorldsInMotion's RSS (online.worlds), GamerBytes' RSS (console.downloads), GamesOnDeck's RSS (mobile.games), Gamasutra's RSS (main.site), and GameCareerGuide's RSS (edu.news).]

July 9, 2008

Not Quite Game Time With Mister Raroo: 'Harvest Mew: My Time as a Pokémon Rancher'

- [Adorable regular GSW columnist Mister Raroo has been specially funded by GSW to examine what we're elegantly calling “not quite games” - and he starts things off with a visit to My Pokémon Ranch on the Nintendo Wii. Anyone who has ever awkwardly been harassed by a farm boy for being a “City” should take special note with this piece!]

Not Much of a Farmer

In one way or another, farms have always been a part of my life. My family’s American roots are in the Midwest. My parents were both born and raised in Illinois and my mom’s family owned a farm since the time she was a young girl. It’s important to point out the difference between owning a farm and living and working on a farm. My mom was raised in the suburbs of Rockford, so she’s in no way a farm girl by any stretch of the imagination, but it just so happened that her family happened to own a farm in the nearby rural areas. Today, she and her brother both retain co-ownership of the farm and all things considered it’s been a solid investment for them.

When I was a kid, I didn’t fully grasp the concept of how farms worked. My view of farm life was primarily limited to the cartoons I watched, and since my family relocated from the Midwest to Southern California when I was still an infant, going to visit the family-owned farm wasn’t something I had an easy opportunity to do. To me, farms were places where Foghorn Leghorn stood just out of reach as he teased leashed dogs.

We usually visited my Grandpa’s home in Illinois during summers, but I spent most of my days there playing with amazing vintage toys in his basement, looking for treasures in his attic, and catching fireflies (who somehow managed to open the lid on the jar and escape after I went to sleep... which I discovered years later was my mom letting them free to live out the rest of their little lives). Going to visit the farm wasn’t something that was on the agenda.

One summer, however, when I was in my late elementary school years, we took a trip to the farm and I saw firsthand what life on the farm was like. The family that was living and working on the farm wasn’t performing all the jobs they were supposed to, so my Grandpa, uncle, and cousins had to regularly visit the farm to make sure everything was being handled correctly. Perhaps because of this tension between owners and workers, I wasn’t necessarily greeted in the most hospitable way by the teenage boy who lived on the farm.

- I was told to go outside and play with the boy while the rest of my family sat down and talked business with his parents. I was a shy kid, so I didn’t take well to situations where I had to meet and play with a new person. The boy was a few years older than me and gave me a suspicious look as I grudgingly walked toward him.

I managed to squeak out a “Hi” and he smiled and said, “Hello, City.” From that moment on I was bombarded with the name “City” in every sentence. “Where you from, City? You say you from California, City? What you doin’ all the way out here, City? Your family owns this farm, City? You rich, City? What, you want to play, City? Why would I want to play with you, City?” Needless to say, it was rather awkward.

Thankfully, before any Deliverance reenactments could occur, my family emerged from the back door of the farmhouse and I quickly made my way over to stand between my mom and my uncle. I tried to act calm and nonchalant, but every now and then I’d steal a glace at the farm boy and he’d give a menacing smile. He knew he scared me, all right.

Before we left to head back to the safety of my Grandpa’s suburban house, I was given a tour of the farm. I saw corn and soy beans. I saw cows, pigs, and chickens. And, on the drive back to my Grandpa’s home, I came to the realization that those cute farm animals would one day be someone’s dinner. That made me a little sad.

Still, despite the rather strange experience I’d had that day, I was quite fascinated with what I’d experienced. Though I certainly wasn’t interested in pursuing a career in farming, I couldn’t deny that farms were interesting and important. And, on a quick side note, my family’s farm no longer raises livestock, so at least I know that should I ever visit the farm again some day, I won’t have to guiltily look into the sad eyes of the farm critters.

My Attempts at Digital Farming

I’m a moderate fan of the Harvest Moon games. That is, I’ve played a handful of them and I’ve enjoyed them, but I’m not a serious fanatic. The problem for me is that the Harvest Moon titles just feel like a bunch of work. I suppose that’s the point, but tilling the soil, planting seeds, and watering crops gets old after a little while. Sure, as the games progress you get can some assistance with your chores, but by that point I’m often bored.

I do appreciate the fun rural atmosphere the Harvest Moon universe offers, and the harmless virtual romance involved with wooing and marrying your in-game love interest can be a lot of fun. I always try to chase after the girl who most resembles my wife and pretend she and I somehow exist in that colorful little world. Yet, it begins to dawn on me that it’s silly to chase a virtual version of my wife when I should probably just spend more time with the real thing instead.

- I have also spent a good deal of time on “Uncle Farm” in the Playstation 3 iteration of the Boku no Natsuyasumi (My Summer Holiday) games. In the game, you spend the month of August with your uncle and his family on their farm. Each day more or less grants you free reign to run around the farm grounds and surrounding areas as you please. You can collect butterflies, participate in beetle wrestling matches, go for a swim, catch fish, talk to neighbors, and much more. It’s a very relaxing game and I particularly like playing it before I go to sleep at night.

All in all, games involving farms are usually easy to enjoy. They might not test your reflexes or strain your brain, but they are almost without fail cheery and charming, two qualities that I always enjoy in my games. Real-life farm work is backbreaking and grueling, but virtual farm life is generally sunny and calming. Farm games might represent a niche market, but obviously there is a large enough farming fan base to warrant their continued development.

I am a Pokémon Rancher

The Pokémon games have introduced us to different types of ways to interact with the titular creatures. Trainers capture wild Pokémon and raise their abilities by battling them against other trainers’ Pokémon, with the victors gaining experience and leveling up their skills and moves. Rangers, on the other hand, don’t use Pokémon for battling, but instead employ them to help in do-good activities, such as moving boulders to save people trapped behind or burning fallen trees blocking roadways.

With the release of My Pokémon Ranch, gamers are introduced to a new category of Pokémon caregiver: the Pokémon Rancher. Ranchers don’t ask anything from their Pokémon, but instead give them a safe haven where they can frolic about, simply enjoying the easy life of not having to battle opponents or partake in rescue missions. Rather, the largest stressor Pokémon on ranches have to worry about is being picked up and tossed about by the on-screen hand icon controlled by players.

My Pokémon Ranch is certainly not what I’d consider a game, but instead acts more like an interactive screensaver. Still, it’s oddly captivating and I often find myself having My Pokémon Ranch on in the background as I pick up around the house or get ready for work. My attraction makes sense, though, as I’ve always had a strange fascination with screensavers and can fondly remember spending many Summer afternoons goofing around with After Dark on my family’s old Mac. To this day, images of flying toasters are permanently burned into my brain.

- Like many other Nintendo-published Wii games, My Pokémon Ranch offers Mii compatibility. In a nutshell, players’ Miis, adorably decked out in farming clothing, walk around and mildly interact with the Pokémon on the ranch, often to hilarious results. To spice things up, the game provides a number of “toys” that your Miis and Pokémon can play with. Seeing Miis and Pokémon frantically run from the odorous wrath of the Stinky Ball never fails to make me crack a smile.

My favorite activity, though, has to be snapping photos. My Pokémon Ranch equips Pokémon Ranchers with a camera to capture and share all shenanigans that occur on the ranch. A nice touch is that all photos can be saved to an SD Card in jpeg format. Of course, photos can also be sent between Wii users as well. I often can’t wait to show Missus Raroo the endless number of ridiculous photos I’ve snapped on my ranch.

It would be nice if My Pokémon Ranch offered more substance, such as some slight leveling up of your Pokémon for time spent on the ranch, but the software is essentially Pokémon Box mixed with the Mii Plaza. For me, that’s enough. But for most gamers, it probably isn’t. In fact, my initial impressions led to me imagine that the majority of Pokémaniacs would be very disappointed with the limited options offered by My Pokémon Ranch, though as I soon discovered from my brother-in-law Thomas, that may not be the case.

My Pokémon Ranch: Serious Business!

One of the many neat things about Thomas and his son Mario is that they get the most value out of every game they play, probably more than I do. Thomas is a single father who works as a mechanic and his income doesn’t allow for a great deal of luxury expenses, including video games. However, both Thomas and Mario love games, so he’ll often scrape together what he can to get a new game every now and again.

My wife and I know Thomas has an even tougher time buying new games than we do, so we always try to get him something game-related on holidays and birthdays. It’s not easy to guess the tastes of individual gamers, so this past Father’s Day we just gave him a Wii Points card and decided that way he could buy what he wanted. Thomas used those points to purchase My Pokémon Ranch.

Whenever Thomas and I discuss a game we’ve both been playing, I usually start to feel guilty because I realize he’s played it more than me, and My Pokémon Ranch is no exception. Players can import their Pokémon from Pokémon Diamond/Pearl to “level up” their ranch size and sure enough, the Pokémon population on Thomas’ ranch is leaps and bounds larger than mine—and I have imported just about every Pokémon I’ve ever captured! That means not only has Thomas probably put in more time with Pokémon Ranch than I have, but he’s also dug much deeper into Pokémon Diamond/Pearl than me, too.

- Recently when I was hanging out with Thomas and Mario, Thomas discovered that Mario had transferred many of the Pokémon on their ranch back to Pokémon Diamond, much to Thomas’ dismay. When he asked Mario why he had done this, the tone in his voice sounded like Mario had been caught red handed peeking at his presents before Christmas.

After a long pause, Mario finally managed to give a barely audible “I don’t know.” Thomas scolded him, saying, “If you want our ranch to get bigger, you’ve got to leave the Pokémon there!” Some fathers reprimand their sons for not taking out the trash or getting poor grades in school, but Thomas was laying into Mario for jeopardizing the progress of increasing the size of their Pokémon ranch. It took all my strength to keep from laughing and I couldn’t wait to tell Missus Raroo about the absurdly comic exchange I’d witnessed.

My Pokémon Ranch features a Bulletin Board listing a number of “Wanted” Pokémon and where they can be caught in Pokémon Diamond/Pearl. I’ve neglected this aspect of the game because, frankly, I don’t have the free time or desire to bother with it. Thomas and Mario, on the other hand, have been excitedly trying to capture every single Wanted Pokémon on the list, often racking up hours at a time on their Pokémon Diamond game clock.

Hilariously, Thomas recently confided in me that he’s a little disappointed with the fruits of his labor. When you capture a Wanted Pokémon, you have the option in My Pokémon Ranch to trade it with the ranch’s owner, Hayley, for one of her Pokémon. Thomas angrily vented to me that he’d spent hours catching a few of the more elusive Pokémon and was legitimately offended by what was offered in return. “I don’t need another stupid Pachirisu!”

Planting the Seeds of Fringe Gaming

The shallow but pleasant experience I’ve had thus far with My Pokémon Ranch is most likely representative of how far I’m going to go with it. I don’t foresee myself spending hours tracking down Wanted Pokémon so I can trade them with Hayley, and I probably won’t bother importing many more Pokémon to the ranch simply because that’d require a lot more play time with my copy of Pokémon Pearl—playtime I’d rather spend on other games.

Still, that doesn’t mean I won’t continue to keep enjoying My Pokémon Ranch. Like I said before, it’s a blast to have on as background entertainment as I do other things. Despite not really being much of a proper game, My Pokémon Ranch is a thoroughly harmless but engaging diversion. There’s not really anything to play, per se, but there is a lot to enjoy all the same. Sitting back and relaxing as my Miis and Pokémon happily prance around the screen is a nice way to wind down after a stressful day.

In many ways, I think it’s lovely that there exists a level of diversity in video games so enormous that Nintendo can release a piece of software that is really nothing more than a glorified screensaver. Obviously, many gamers won’t find any appeal with My Pokémon Ranch, but to me it signals the game market is so wide open that almost anything is feasible and marketable. It also means that more experimental and fringe titles will continue to be created and available for those of us who enjoy these types of things.

All the same, I’m not sure who My Pokémon Ranch is supposed to appeal to. Despite the fact that Thomas and Mario are definitely getting their money’s worth from the title, I can’t imagine most gamers would find the software to be worth the $10 asking price. Other than storing Pokémon and watching them walk around and bump into one another, there’s not a heck of a lot going on.

And yet I find it so intoxicating! My Pokémon Ranch isn’t necessarily a title I’d ever recommend, but for gamers like me, it’s charmingly compulsive. And, I must say, it’s refreshing that I have the opportunity to live a virtual farming lifestyle without fear of being called “City.”

BONUS ROUND! Photos from Mister Raroo's Pokémon Ranch

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Here we have a number of the Miis and Pokémon that live on my ranch stopping by to say hello. People in this photo (left to right): Uncle Harvey, Missus Raroo, Mister Raroo, Autumn, Granny, Mario, Isabelle, Yuki, Glenn, and Kazuo. Besides the five Wailords, how many other Pokémon can you see? Can you name them?
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Uh-oh! It looks like Granny got a little too close to the snowman. Don't worry, though, Granny. Before long you'll thaw out and you'll be free to roam about once more. It's fun how My Pokémon Ranch gives you a few different toys each day to play with. I bet that Wailord is glad it missed getting put on ice!
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Silly Isabelle! You don't look too happy! Well, that's what you get for playing around with a toy called the Stinky Ball. What did you expect? All of the Miis and Pokémon sure seem curious about the Stinky Ball whenever it's on the ranch, but unless they're unlucky like Isabelle, they get the heck away before they fall victim to its terrible stench. Go take a bath!
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Teenagers! My niece Autumn--or as we call her, Wubba--seems to have gotten into something that is making her see stars. That'd better not be what I think it is! Just say "no"! Oh well, as with the snowman and Stinky Ball, status changes in Miis and Pokémon are temporary and before long any problem they're experiencing soon goes away. Come on, Wubba, let's keep it clean.
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Well, it's getting pretty late and we should probably get back to doing whatever it is we do here on our Pokémon Ranch. We hope you enjoyed your visit. Feel free to send some photos of your own Pokémon Ranch. See you next time!

[Mister Raroo is a happy husband, proud father, full-time public library employee, and active gamer. He currently lives in El Cajon, CA with his family and many pets. You may reach Mister Raroo at mister.raroo@gmail.com.]

Analysis: Are Infinity Ward And Activision Learning From Blizzard?

[In an in-depth opinion piece, Gamasutra's Chris Remo takes a look at Infinity Ward's 'declaration of independence' within big publisher Activision, asking whether the balance of power has changed enough so that developers like Blizzard and Bungie are also tails wagging the publisher dog.]

A number of observers have hypothesized that the recent, vaguely-announced contract renegotiation between increasingly huge publisher Activision and star developer Infinity Ward may have been catalyzed by last year's surprise regained independence on the part of Bungie Studios.

The move was revealed by Infinity Ward community manager Robert Bowling, who stated that the studio has renegotiated its deal with owner Activision, and will have "complete control" over its next project, a new intellectual property. (In an email, Bowling told Gamasutra the company isn't ready to go into any further detail just yet.)

The Bungie Connection

The Bungie-related speculation is sensible, and almost certainly at least partially accurate, particularly from Infinity Ward's perspective. Like Bungie, Infinity Ward was founded as an independent studio, and was acquired by its publishing partner; both studios retain key leadership; and both reached their incredible retail success after they were acquired.

Both also left their major properties--Halo and Call of Duty--in the hands of their publishers after years of unbroken franchise development, freeing up the studios to get back to what put them on the map in the first place: developing new titles.

Seeing the kind of leverage Bungie leadership was able to wield when negotiating its amiable departure from Microsoft ownership surely inspired Infinity Ward's Jason West, Vince Zampella et al to knock on the doors of Activision brass, revenue sheets in hand.

Breaking The Never-Ending Dev Cycle

But inspiration may also have come from somewhere a little closer to home: Blizzard Entertainment, the fully-owned-but-nigh-untouchable rockstar developer of WarCraft, StarCraft, and Diablo, a subsidiary of soon-to-be Activision partner Vivendi.

Activision has long been praised by Wall Street as one of the best-run publishers in the industry, and much of its success has been built on being able to consistently churn out yearly iterations of its flagship franchises - Tony Hawk's Pro Skater, Spider-Man, and Call of Duty being some of the biggest.

The company must, however, be realizing that this strategy leads to diminishing returns. Tony Hawk and Spider-Man, once both critical and commercial slam-dunks, have become decreasingly relevant in both arenas. (The former was roundly spanked by EA's freshman offering Skate, the product of concerted development innovation.) Guitar Hero, the latest perennial addition to the lineup, is of course picking up the slack.

Despite that latter shot in the arm to the core yearly lineup, Activision must be realizing that those never-ending development cycles are hardly the best way to maintain innovation and quality over time. It has already announced plans to take some time to rethink and reinvigorate Tony Hawk - which no doubt comes as sweet relief to long-time developer Neversoft.

The Blizzard Connection

Blizzard - whose moniker will soon share equal billing with Activision's in the merger's resultant mega-corporation - has long been subject to corporate ownership, but it has never been subject to that kind of pressure, even long before the mind-boggling cash cow of World of Warcraft.

It is likely that Activision has taken notice of what happens when a studio with that kind of track record is given a much broader sense of freedom. And now Infinity Ward joins Blizzard as one of an extremely select few individual development houses that can boast ten million unit sales on a single franchise--even a single title.

We need only look back to earlier this month for an example of what happens when a studio of that stature is able to cultivate that kind of autonomy and identity. A simple series of teaser images on Blizzard's site spawned uncontrollable fervor among gamers (of which I admit to being part), fervor which manifested itself not only into tangible hype for one product that is in the works, Diablo III, but also managed to spur considerable sales for another product that is some eight years old.

How often does that happen in this business? And is there any chance it would be happening if Blizzard had been relegated to assembly line franchise production?

Meanwhile, the studio continues to release its titles whenever it feels like releasing them, to the point that it is now said to be on its third stab at Diablo III--and StarCraft II still doesn't even have a vague release projection.

At this point, Blizzard does not even go out of its way to flaunt its independence; it is simply a matter of course. Observe Blizzard's Paul Sams speaking to Gamasutra after the company's recent game announcement. "I don't think it's something any of us are concerned about trying to do," he answered when asked if the merger with relentlessly-multiplatform Activision would provide any increased incentive to develop for consoles, going so far as to add, "It wouldn't be because of corporate pressure or anything like that."

Fully-Owned And Autonomous

Is it a stretch to compare that nonchalance to the phrasing of Bowling's blog post? Bowling indicated that Infinity Ward "decided to reup on our contract with Activision publishing." While I am not privy to the terms of Infinity Ward's employees' contracts, the studio is certainly a fully-owned subsidiary of Activision, and I suspect whatever bargaining chips its leadership did play were given more value than they would otherwise contractually have held by Call of Duty 4's astonishing success.

Of course, that kind of image benefits both Activision and Infinity Ward. It gives Infinity Ward the benefit of looking autonomous--which, to some degree, it apparently is--and it gives Activision the benefit of looking like a publisher that Infinity Ward chooses to work with, rather than simply being the corporate overlord Infinity Ward must work with.

If this kind of thing becomes a trend (although, to be sure, few developers bring in the kind of sales Bungie, Blizzard, and Infinity Ward do), it could be amplified by the ever more obsessively informed hardcore gaming audience. With the sheer amount of information being pored over night and day by the dedicated audience, awareness of studio names and even individual developers is starting to increase.

Shift In Developer Awareness

In the 80s and early 90s, major publishers were much more upfront with development credits - early Electronic Arts staked its reputation on its creative talent, Activision was a reaction to Atari's policy of not crediting developers, LucasArts printed designers' names on its boxes, the PC arena was driven by arguably overhyped "game gods," and so on.

That trend decreased sharply as the 90s came to a close, but developer awareness seems now to be rising among the hardcore, albeit with a bit more of a focus towards overall studios. And while, to be sure, these days the prized audiences are the mass consumers and casual gamers, there's something to be said for the "tastemaker" phenomenon. No doubt part of Call of Duty 4's success was driven by an awareness that the series' original team had returned, after many gamers surmised that one reason they were less enthralled with COD3 than with COD2 may have been that it lacked that Infinity Ward touch.

Could these developments be indicative of a shift in thinking, or are they merely isolated examples of certain outrageously successful studios claiming appropriate influence? The cynic in me suggests the latter, but in an age when Electronic Arts' CEO freely admits EA stifled and killed once-vibrant studios with its overbearing management tactics, you never know.

GameSetLinks: Bit Blotting The Newtonica

Yeep, time for some more GameSetLinks, this time headed up by Shawn Elliott's fascinating analysis of where Denis Dyack's head is at, to paraphrase a scary Basement Jaxx video. More psychoanalysis in game journalism plz!

Also in here - Japanese experimental neat crazy person Kenichi Nishi is doing an iPod game, Bit Blot's Aquaria gets awesome cosplay, the terror of MMO forums, Wetrix co-creator and UK indie legend Ste Pickford on why his game isn't coming to consoles any more, and quite a few other things.

To the stars:

Shawn's 1UP Blog: The Transformative Magic of Too Human's Denis Dyack
'Does preemptive damage control increase the inevitability of the very damage it intends to avert?'

Line Rider Goes Silverlight | Sarah In Tampa | Channel 10
Interesting, I wonder if this was a Microsoft-impelled deal or not.

Conversation Hub » Session Video: All the World’s a Game
'In this session at Supernova 2008, Susan Wu (Charles River Ventures) moderates a discussion featuring Douglas Thomas (USC), Dave Elfving (Apple), and Raph Koster (Metaplace).' Via B&G Blog.

Ste Pickford of Zee-3 on his new game coming out on PC, not console
'We might not be making a game for XBLA any more, but we've got a nearly finished original PC game that's far more polished than a pure prototype, which has been designed to appeal to a XBLA audience.'

Bit Blot: 'Aquaria Cosplay @ Anime Expo'
Wow, completely awesome.

Former Game Designer's "Dancing 2008" Puts Minnesota Teen Singer Past Madonna | GameCulture
'Matt Harding is a serendipity magnet. That's how pal Gary Schyman describes the former Activision designer who gained fame after he left Pandemic Studios to roam the world.'

Analyst Whacks Entertainment Industry: Major Cannibalization Set To Begin… Now | paidContent.org
Really interesting graphs on the rise and fall of VHS vs. DVD, cassette vs. CD.

All’s Fair in Games of War « Desert Hat
'What kind of game is war most closely related to? Cultural ideas of ‘chivalric war’ aside, war is like a game in which the players play to win.'

Eegra: 'New Kenichi Nishi Game: Newtonica'
'I just got an email from Kenichi Nishi (Giftpia, Chibi-Robo, Archime-DS/LOL), letting me know about his new game... it’s called Newtonica [pictured], it’s coming out on July 11, and it’s for the freakin’ iPhone!'

Elder Game: MMO game development » Taming the Forum Tiger
'If somebody’s only interaction with a game were reading its forums, they would come away thinking just about any game in existence is terrible.'

July 8, 2008

COLUMN: 'Roboto-chan!': A Windfall of Mecha

['Roboto-chan!' is a fortnightly column, by a mysterious individual who goes by the moniker of Kurokishi. The column covers videogames that feature robots and the pop-cultural folklore surrounding them. This edition covers the relatively new and upcoming mecha designer, Takayuki Yanase.]

mgs4_metalgear_mkII_1.jpgA good few years ago now, I used to live in Japan. Around the time of the original Xbox's launch I was somewhat without games to play. Thankfully there was one mecha game available for it (though admittedly I bought the damn thing on the strength of the as yet unreleased Steel Battalion). The game was Murakumo and whilst it was rather rubbish it did act as a mechanical stop-gap of sorts.

The mecha design though, was of noteworthy repute. Instead of farming out the art to one of the more famous mecha designers out there, From Software turned to their talent in-house. It was there that their unfaltering gaze fell upon the shoulders of one Takayuki Yanase.

Not only did he pen the entire mecha roster for the game he ended up becoming an integral member of the FMV production, creating storyboards and generally using his amazing talents to bring mecha to life.

However, that was as I said a good few years ago now. So, what's he up to these days?

Starting small...

murakumo_1.jpgYanase has been around for a while. He started out in the games industry almost ten years ago now. Working on various art tasks for Squaresoft on titles such as Ehrgeiz (he did the mecha design used in the opening FMV in case you're wondering). He then later joined From Software and contributed to both Armored Core 2 and Armored Core 2 Another Age, aiding in the various art tasks along with storyboarding the FMV's. After From Software he went to Monolith and worked on Xenosaga Episode II, with more involvement on the mecha design as a whole.He then made the much harder transition into the anime industry.

Starting out on shows like Eureka Seven, he turned his artistic skills to the various ships seen in the series. Admittedly, Shoji Kawamori designed the mecha and "hero" ships but Yanase lended his more technical approach to the opposing military designs (namely the Izumo, Ginga, AFX and Hakucho ships).

...becoming bigger

gundam_kyrios_full1.jpgNot that long ago, Sunrise announced a new Gundam series. Generally, this is regarded as a pretty big deal in Japan and the mecha design of the new mobile suits is obviously hugely important. Simply because they will become the icons of that particular series, helping Bandai to make inordinate numbers of model kits to sell to their soon to be eager viewers.

Well, Yanase penned three out of the four main Gundam mecha in Gundam 00. Specifically, the Kyrios, Dynames and Virtue. In mecha design terms, that's equatable to reinventing Jesus. As Kunio Okawara's RX-78-2 is verging on a holy relic in terms of mecha design and "updating" that is a dangerous task indeed (though Ogawara did design a Gundam for the show and essentially gave his "blessing" to the others). So how did someone like Yanase land such a prestigious opportunity?

Well, it wasn't any form of nepotism that's for sure. As Yanase displays an unfettered level of talent for mecha design. The best artistic analogy to his expertise is the work of Hajime Katoki. Painstakingly realised, almost aesthetically engineered, yet Yanase retains something further. Katoki is almost clinical in his approach to design, to the extent that he helms both a model kit and a toy line for the Gundam franchise. Yanase has the detail but also exudes that spark of possible impossibility. Something that could almost be tangible within the confines of your mind's eye.

valhawk_srww.jpgAdmittedly on Gundam 00 he somewhat stayed his hand, though that was the edict from the studio as Gundam is an heirloom with very specific aesthetic criteria. A better example of Yanase's talent is when he's given a freer reign on his work. Well, you can't get more free than the task of designing the "original generation" mecha in Super Robot Wars.

...ending super

To explain, Super Robot Wars is a series of games that contains mecha from almost every anime there is and in some cases anime that isn't even quite there yet. In addition to this epic roster, Banpresto had the balls to create mecha that were unique to the games themselves. These are the "original generation" or OG mecha.

Initially, they started out as homages to famous landmarks in real or super robot history. Then things got somewhat out of hand. It's now more common to see the OG mecha strutting their stuff in a manner that attempts to supercede their influences. Well, in the case of Yanase's work there's no sich thing as "attempt".

His designs in the last DS outing, W, were jaw dropping in execution, as the subsequent and disparate mecha combine via their numerous parts into the simply godly Valcazard. Don't forget that these also have to be animated as well, these were functional mecha designs. Yet his work on Super Robot Wars doesn't really cut it when compared to Another Century's Episode 3.

mgs4_mkII.jpgEffectively, an action orientated version of Super Robot Wars, these games are helmed by From Software. So having Yanase effectively go back and work with his initial employers, rings true. His creation, the Ixbrau, was a stroke of genius. It encapsulates the fragile complexity of the real robot yet also its immense versatility. As the Ixbrau sports multiple combat optimised variations (namely the B, T, G, and H versions). In the game, as with all OG mceha, it acts as the fulcrum for the narrative as well as one of the mainstay units for the player. You can't help seeing the slender form wherever you look, it's a classic design and one, like many of Yanase's, that will universally unappreciated.

This is the problem really, Yanase doesn't take real credit for his offerings. He occasionally gives the odd footnote but he's too busy in his craft to probably care. Yet all the other and arguably more derivative mecha designers are out and about posing with their creations, trying to sell toys or kits of their designs. However, he hasn't gone completely unnoticed, as he's landed work an iconic series such as Gundam at a suitably young age. Even people like Hideo Kojima have noticed Yanase's prowess.

For instance, the Metal Gear Mk.II from Metal Gear Solid 4 is also rumoured to be penned by Yanase, as he's in the game's credits along with Yoji Shinkawa as one of the contributing mecha designers and it bears the aesthetic hallmarks of his design prowess.

With any luck Yanase will venture out from the eaves of the mecha design fraternity. He's already proven his creative worth several times over but yet there's a nascent revolution present. It would be a wonderful thing indeed to see that realised; a windfall of mechanical brilliance.

[Kurokishi is a humble servant of the Drake forces and his interests include crushing inferior opponents, combing his mane of long silvery hair and dicking around with cheap voice synthesisers. When he's not raining down tyrannical firepower upon unsuspecting peasants in his Galava aura fighter he likes to take long moonlight walks and read books about cheese.]

2009 Game Developers Conference Opens Call For Submissions

[So, I've heard that some of you GameSetWatch readers actually work in the game industry, blimey. So you might care about the call for submissions for GDC 2009. The GDC advisory board actually grades and discusses papers individually, and there's a new process this year to make it easier to do a brief synopsis to start out, yay.]

The call for submissions to present lectures, roundtables, panels and posters at the 2009 Game Developers Conference (GDC) is open now through Monday, August 11th.

The annual conference dedicated to the art, science and business of games -- presented by Think Services, a Division of United Business Media -- returns to San Francisco's Moscone Convention Center March 23 - 27, 2009. Session proposals can be submitted via the official GDC website.

This year, the GDC is introducing a new three-phase submission system, easing the initial entry process and thereby allowing the submitter to have ample time to expand on their session proposal if selected to advance to phase two.

The simplified first-phase of the call for submissions reduces the entry form to session focus and attendee takeaway, along with basics such as biographical information and speaking experience.

The GDC advisory board will review phase one submissions and determine who will proceed to phase two, at which point submitters will be asked to prepare a complete presentation plan. In the third phase of the process, the advisory board will review the presentation plans and make the final cut.

To read more regarding the submission phases, visit the official submission site. Guidelines for submissions can be found at the submission FAQ webpage.

"GDC's world-class reputation is built on the strength of its content, so we are always looking for new ways to keep the quality of that content as high as ever, and to find new ways to raise the bar year after year," said Meggan Scavio, director, Game Developers Conference. "To that end, we have reformatted our historically rigorous submission process to make the first steps more welcoming, and so that the advisory board can select the sessions that are most beneficial and relevant to the attendee. When submitting, keep in mind that GDC attendees are experts in their field. Tell them something they don't know."

Tracks at GDC09 include Audio, Business and Management, Game Design, Production, Programming and Visual Arts. Session formats this year include 20- and 60-minute lectures, panels, roundtables, one- or two-day tutorials and poster sessions. For further information and to begin the submission process, please visit the official GDC conference website.

Interview: Tilted Mill On Re-Acquiring Children Of The Nile Rights

[This Mathew Kumar-conducted interview is interesting because it shows that, even in the 'hardcore PC' space - as Tilted Mill are - there's interest in self-publishing and taking further control of one's own destiny - also see Stardock, Gas Powered, etc.]

In 2004, Massachusetts-based developer Tilted Mill Entertainment released Children of the Nile, a city building game set in ancient Egypt.

The title was published by Myelin Media in North America and Sega in Europe, but Tilted Mill has now announced its reacquisition of the publishing license, and its plan to re-release Children of the Nile as an enhanced version, with new content in development.

City building is Tilted Mill's stock in trade - founded by genre veteran Chris Beatrice, it has also developed the recent SimCity Societies as well as Caesar IV, the latest game in the long-running series - Beatrice played a major role in the development of earlier Caesar titles as well.

In advance of the studio's announcement, we spoke with Beatrice to get some perspective on the deal, the studio's plans for Children of the Nile, as well as thoughts on the role of the PC in today's game market.

Why did you reacquire the rights to Children of the Nile?

Chris Beatrice: I think all independent developers would of course prefer to control and own the IP they created, but they don’t normally have the opportunity to do so. Our story is not that different from many other independent developers - we remain wholly committed to the games we make, but rarely have the time and resources to deliver on that in a meaningful or practical way.

Even if we do have the resources, it’s often impossible even to simply go on a forum and respond to the types of questions and concerns the fans have, because publishers completely control the information flow for the products they own.

I’m not bashing publishers, it’s just that sometimes the relationship is less of a partnership than I think would be beneficial to the end user of the game - you know, the guys and gals that are actually pumping the money into this industry, paying all our salaries.

Children of the Nile was Tilted Mill’s first game as an independent studio, and remains one of our proudest achievements. Other games we’ve developed have been the fourth or fifth iteration in a series, but CotN was entirely original, and as its many fans can attest, it provides a unique and special gameplay experience.

How did the original deal with Sega Europe work out?

CB: Sega was pleased with how the game did, and we had a really nice working relationship with them. We earned their confidence over the several months we worked together, because the development schedule was really tight, and the folks we were working with at Sega had their doubts that we could pull everything together on time (and I actually don’t blame them, because that was a tall order!).

But miracles are our stock and trade - I know that sounds corny, but our team always manages to pull the rabbit out of the hat when it comes down to it, and I think Sega was pretty blown away by our performance in those final months and weeks.

And how well did the game do originally?

CB: Okay, but not nearly as well as we feel it could have, which is a reason why we wanted to reacquire it.

Children of the Nile is a unique game which, like many other games, was not able to be experienced by as many players as we feel it could have been. This was due to both distribution problems and, admittedly, a somewhat difficult bar of entry for the game due to its atypical gameplay, and the usual grind of the schedule. We are not in this to sell millions of copies of CotN - we’re under no illusions about that. But then again, we don’t really need to.

The whole distribution scene for PC games has changed in the last few years, which I think is absolutely fantastic. Fighting for shelf space in tiny boutiques is absolutely not the way PC games are going to hit their sweet spot - imagine if that single shelf of best sellers at the airport magazine stand was the only book store in town! Thankfully, there are many different ways to distribute games independently now.

What are you planning to do with it now?

CB: One of the great things about the gaming industry, particularly in my opinion the PC branch of it, is that it is so dynamic, and also we now have a direct pipeline to all customers and especially to the most valuable fans.

Games are a unique medium, not just in that they are a union of technology and creativity, but that the end user interacts with the thing in a way that is profoundly different from any other medium - that is, they actually take control of it, and often produces results that the game’s creators would never have anticipated.

This is even more true when the game is explicitly a creative strategy game, which encourages creative problem solving versus following a pre-made path to victory. I think there is a metaphor there for how we respond to and interact with the people playing our games as well - you need to let them steer the ship at least in part - but again this is not really possible in the typical developer/publisher/customer type of arrangement.

Simply put, we believe strongly in the franchise, in the Children of the Nile experience, and plan to work in partnership with the gaming community as a whole, city building fans in particular, to advance the series in whatever direction makes the most sense.

I don’t think we’re going to sell a million and a half copies of it, like Pharaoh or Caesar III, but that’s perfectly fine. If things go really well, we’ll be in a position to invest more and more resources into the series.

To start with, we have an enhanced version coming out very soon that's free to existing users, which offers some new content, a bunch of new UI and feedback, as well as some concrete gameplay changes we feel improve the game’s balance, pacing and general feel. This is primarily to make the Children of the Nile deliver better on its core innovations - organic and intuitive behaviors versus arcane and abstract rules - and to make it more accessible to a broader set of potential players.

We also have a content pack in the works, which I hope is the first of many. This will include a few new scenarios, with additional buildings and units, and some features to support the focused play of the campaign these scenarios comprise.

So how are you planning on funding that continued development?

CB: Any way we can! But seriously, I don’t want to get into our sources of funding, but I will say simply that as an independent developer the goal is obviously to sell games so we can make games.

What do you think of the state of the real-time strategy market that Children of the Nile is somewhat part of?

CB: Well, I would never refer to Children of the Nile as an RTS. That term was coined back in the day to describe games like Dune II, WarCraft and [Command & Conquer], to contrast them with the turn based strategy war games that were the standard at that time.

So RTS really means, “real-time war game” to me. It’s funny because the Caesar series was always a “real-time strategy game” long before those others came into existence and eventually dominated both strategy and PC games overall, but it wasn’t called that because the distinction was unimportant for that type of game.

In any case, we all know that the dynamics that characterize an RTS are not what characterize most city building games, and certainly not Children of the Nile. It’s not an arms race, it’s not multiplayer, there’s very little combat in it. What combat there is in there is essentially defensive.

However, I do think triple-A 3D RTS PC games are exactly where not to be right now, so I understand your question. The irony is, since CotN been around for a while, it’s not really "triple-A" in terms of having cutting edge graphics, but then again, it can run on anyone’s system.

And CotN is an innovative, creative game - again, unlike the RTS category in general, which has become more and more focused on targeting a core group of players with the skills and experience - and machines - to play what has become a highly evolved, and in my opinion exclusionary, genre.

But this is actually gets to the heart of where Tilted Mill (and I believe the PC gaming industry) is going, which I think is a really good place. Some believe the PC games market is shrinking, but overall it’s growing. Why the discrepancy? Because the big budget triple-A titles and genres we all like to think of as the industry standards are definitely not as viable as they once were (or I should say as we believed they once were). Meanwhile, other genres, notably MMO and casual, are huge.

The PC has so many advantages as a gaming platform, but big budget polygon-crunching games that can only be played by a select few, with the skills and gaming system capable of doing so, do not capitalize on what makes the PC unique and wonderful for games. So I’ll come out and admit it -- we’re going to turn things down a notch in terms of budget and technology, and turn things up four or five notches in terms of originality, gameplay, fun, and connection to the people we all serve, namely, the gaming consumer.

Do you put these changes down to the console market's influence?

CB: My feeling is the PC gaming industry shot itself in the foot by trying to be something it’s not.

The PC as a gaming platform and its audience has some interesting and unique characteristics (just as consoles do) and the trick is to capitalize on those, and to seek out and work with other groups that also get that - since this platform and overall “crowd” is who we are, what we love, and what we’re good at.

People want to play all sorts of games. Far, far more people own PCs than any other gaming platform, and most people are not so impressed by killer graphics technology when there’s no underlying gameplay. That characterizes us and many others as developers as well - we want to make all different kinds of games, we want to innovate, we want to focus on the game in there, not what it looks like.

We’d rather make five games in a year than one game every five years. Of course we still want our games to look great, but let’s be honest, the last five to eight years or so have really shown the diminishing returns in chasing the screenshot, if you know what I mean.

In PC games there’s a ton of opportunity, potential for originality and innovation. And I think there’s also plenty of money in the "middle" - that is, in games that sell 30,000 to 300,000 copies, rather than millions.

Do you find there's a difference between the PC markets in Europe and the US?

CB: It’s quite hard to draw conclusions from the sales split between U.S. and Europe because in almost all cases games are marketed very differently in the two main territories.

Many publishers put local managers in charge of each European territory, and that allows them to really understand and own their target audience, and put together a very well-focused and well-executed marketing campaign.

Again, it’s this type of approach that better serves the PC gaming community, I feel. It's a little more “grass roots” than what you typically see in the U.S. Also, depending on the release schedule in the given year for the publisher as a whole, and especially the local brand manager, one year you may find your title is the biggest thing the German office has going, or conversely, it may not even be on their radar because blah blah blah 3 is also shipping that month.

And our titles do often do better in Europe than in the U.S., but in my opinion that is because the types of titles we make are far more likely to be buried in a sea of more prominent titles in the U.S.

What else has Tilted Mill been up to?

CB: We’re just wrapping up some SimCity: Societies work on the Destinations expansion, and moving on to some new projects. We’re livin’ the dream, as an old friend used to say.

GameSetLinks: A Sense Of TGS Wonder

Yeehah, some more GameSetLinks, headed out by the fascinating-sounding Sense Of Wonder Night at Tokyo Game Show this year - I'm finding out more, and in the meantime, Western indies should consider applying.

Also in this particular batch - the real geographies of Azeroth, the making of Stanford's machinima archive, how to win (or lose) money playing casual games on WorldWinner, the trailhead for the Resistance 2 ARG, and lots more.

Tiny teeny beanies:

'Sense Of Wonder Night' details|TOKYO GAME SHOW
More details, open to Westerners - this mentions explicitly that this is inspired by Experimental Gameplay Workshop @ GDC, very neat.

n00b World Reorder, part 2 | COPE: James Wallis levels with you
Continuing much-linked, fun faux-scientific World Of Warcraft analysis.

chewing pixels » Videogames about Videogames: Segagaga
Looking forward to seeing the referenced Edge interview appear online - good info here anyhow.

Bruce Shelley : Age of Empires III- 20 Million Games Played and Halo Wars Controls
Not sure many people know about this blog - interesting info on Halo Wars, internal prototyping teams at Ensemble, etc.

ARGNet: Get off your Computer and Get a (War) Job
'The GamePro website offered a sneak peek at the preview, leading to the trailhead for the rumored Resistance 2 ARG.'

Aggro Me: Gaming for Dollars
Hadn't seen details from someone playing WorldWinner for money before - interesting.

A Tree Falling in the Forest: Huh?:Jeetil Patel and Wagner James Au Tribute Edition
Some hearty poking-at: 'The two gentlemen are right about the costs [of current-gen games], but wrong about everything else.'

Fresh Intelligence : Radar Online : Rate Cuts At Gawker Media
Interesting clarification via Nick Denton, that '...his young writers are paid more than other young writers at other print and web outlets.' Broadly true - of course, there are no old/experienced writers needed, but that's true elsewhere too. Not picking on Gawker, promise.

UCLA Mediascape: 'Game Capture: The Machinima Archive and the History of Digital Games'
Stanford's Henry Lowood on the Archive.org machinima collection I helped him set up.

Trends in Japan » Long-distance romance RPG for mobiles
'Your little brother Youta is studying abroad at a mysterious all-boys academy, St. Alphonso, on the remote and secluded foreign island of the same name.'

July 7, 2008

COLUMN: The Amateur: 'The Stupifying Search for Citizen Kane'

-[Andrew Doull is an IT manager from New Zealand who spent the last 5 and a half years working in the United Kingdom. He's just emigrated to Sydney, Australia, and spends his free time developing Unangband, a rogue-like game, and blogging at Ascii Dreams. He writes an irregular column for GameSetWatch.]

We're half way through 2008, and Grand Theft Auto IV and Metal Gear Solid 4 have achieved huge commercial success. But despite the initial critical acclaim these games have received, more recent analysis of both franchises has started to sound a little... hollow.

Insult Swordfighting's Mitch Krpata reviews MGS4 with 'Old soldiers never die, they just talk a whole lot'. Junot Díaz writes for the Wall Street Journal that Grand Theft Auto IV is 'no Scarface', just more of the same.

And Joystick Division's Gary Hodges sums the problem up best when he says of Metal Gear:

"Playing through MGS4 in all its extravagant glory, I can't help but think of it as something like a Tyrannosaurus rex: the biggest, most extreme, most fully realized example of something that's ultimately an evolutionary dead end."

Part of the problem is that these games are part of established franchises which come laden with the baggage of having to meet the expectations of an pre-existing player base without straying to far from the fold. Part of the problem is that, as The Brainy Gamer points out, Hideo Kojima needs an editor.

But the main issue is that the modern game criticism process is fundamentally flawed. At the moment, the pattern for a blockbuster release seems to be overwhelming positive reviews prior to release, then a slowly building groundswell of disatisfaction followed by a wave of outright backlash, following the patterns laid down by BioShock, Metroid Prime: Corruption, Super Smash Bros and others in the so-called golden year of gaming of 2007. But dare a game critic ride ahead of this swell: they'll either raise the ire of the fanboy masses or, as in Gerstmanngate, a publisher's wrath.

As Michael Walbridge of 'The Game Anthropologist' highlights, many game critics are aware that something is rotten in the state of game criticism.

Even reviewers and writers in a position to not to have to depend on the outflow of this commercial angle are acutely aware of the infancy of the medium. Game criticism doesn't yet have the academic credentials of film and literary criticism, and the still-warm corpse of the comic book industry is a vivid lesson to what happens when a new medium fails to bridge the divide between niche and popular success.

This leads to what the title of the article suggests, an endless search for the Citizen Kane of gaming, to validate and justify the medium as critically, as well as commercially significant. Game critics periodically engage the Roger Eberts of this world to justify whether games are art, challenge themselves to stand the greatest games of the medium alongside the literary or filmic greats and explore the personal and political significance of gaming to try to validate the time that they see 'wasted' playing games.

It may be enough to plot a path from the current state of affairs to one where game criticism matures as an industry, or perhaps fractures, into high and low criticism, academic review and popular opinion, just as criticism has survived in the worlds of film, music, art and literature.

But that would be a failure of vision, because games are unique amongst all those mediums. No critic would dare suggest that Monet should have used different brush strokes, Orwell different film stock, Mozart a different key or Shakespeare different lines - although they may discuss the choices made and how those choices impact the final work.

But every game critic will at some point consider the rules of a game and how different rules could change the game play experience. The 'what-if' approach is fundamental to the play and by extension to game criticism. And the game critic therefore is as much a peer of the game designer, in fact, is the game designer in a way that they can never be a film maker, musician, artist or writer.

[In fact, this is not quite true. A critic is as much a writer as a novelist, and the theater director has to have the eye of a critic, but they are not film makers, musicians or artists unless their critical response is equally a film, music or work of art.]

What do I mean by this what-if approach making the game critic a peer of the game designer? Fundamentally, the process of being a game critic is the same as being a game designer (is the same as being a game player). That is, it involves the exploration of a possible game space, and trying to validate whether that game space is interesting.

The difference is the output: the critic is after the fact, and their output is criticism of the game, whereas the game designer is in a position to prune and reshape the game space to their satisfaction.

But the game critic is doing the same pruning process: because they are searching the space of all games released at a point in time, and trying to select which games their audience should play. The critic also influences the audience's reception of these games. I played Half Life 2: Episode 2 with the full knowledge that the in-game gnome caused one player-reviewer endless grief in trying to get it through the episode to launch it into space.

This not only changed part of the game for me, so that I spent five minutes looking for the gnome at the start of the game - but I could have chosen to completely change my game experience by turning it into a game of 'get the gnome to the rocket' instead of the narrative that Valve intended for me.

This is not just a case of spoiling the Unusual Suspects by guessing a third of the way through the movie what the outcome is. What it is is more fundamental to defining what a game is. Game Intestine gets close to the answer, with its charts of time vs. fun that help you figure out when is the optimal point to quit Final Fantasy XII (or in Stephen Totilo's case, asking Chris Zukowski directly).

Game criticism should be asking 'is there fun to be had here, what sort of fun is it, and how can I maximise fun in the experience?'. It is as much practical as it is theoretical.

For a game with a fixed narrative, Game Criticism will resemble traditional criticism of film and literature. But for a game with an endless possibility space, such as we will see in Spore and Little Big Planet, my games of 2008, and arguably those that will be proclaimed as gaming's Citizen Kanes come the end of the year, game criticism will come to resemble an ongoing dialog. It is as much about suggesting ways to play and places to travel to.

This is why the blog is a much better medium than traditional magazine reviews, and suggests that the travelogue, like Jim Rossignol's 'This Gaming Life: Travels in Three Cities', will be as valid a form for game criticism as academic papers. It is as much why game designers and would-be game designers - and even game players - are as much game critics as traditional big media writers.

For those game critics who wish to continue writing in the magazine review style, if not in print media, there is still hope. The fact that the so-called evolutionary dead ends of modern gaming have made so much money will assure us of blockbuster summer release style gaming for a few years to come. And the publishing pipeline will ensure that the magazine format and enthusiastic press will survive for some time yet.

But, like the dinosaurs, the magazine review is already dead, and the hind-brain between its legs is the only thing still keeping it standing. And the agile, mammalian blogs scurrying around its feet will have their day in the sun.

The Independent Games Festival: A History In Press Clippings

So, we just launched the 11th Annual Independent Games Festival a few days back, as you may recall - with some of the topline additions including some neat new judges and a new Innovation Award.

Anyhow, yesterday I spent much of my lazy Sunday, as Chairman of the Independent Games Festival, improving the official IGF website - and one of the neat things now fully fleshed out is a semi-canonical history of IGF press clippings on IGF.com, linking to the major press coverage of the show over the previous few years.

There's a surprisingly large amount of stuff in here, some of which you probably haven't seen - from this year's excellent 1UP.com video coverage, through Wired News covering the indies to watch, to Veronica Belmont (nowadays at Sony's Qore) chatting to IGF folks at the IGF Pavilion for Mahalo.

I also took some time to go through the Gamasutra 'Road To The IGF' features written by folks such as myself and Alistair Wallis in previous years - there's a gigantic amount of interviews with IGF finalists or just plain entrants to read through. And of non-associated websites, GameDev.net's IGF interview coverage is the most canonical - it goes all the way back to 2002, blimey.

Anyhow, browse the giganto set of links at your pleasure, and final reminders, then - the deadline to enter the competition is November 2008, and the IGF Pavilion and Awards itself will be taking place in March 2009 at Game Developers Conference 2009 in San Francisco.

GameSetLinks: Controversy - The Prince Of Cosmosity

Cuing up the GameSetLinks late on a Sunday, while watching the surprisingly fun Godzilla: Final Wars to boot (hey, kids, Hideo Kojima is an extra in it!), we start out with Chris Dahlen examining the point (or not) of games that bait.

Also in this set of lovingly excavated links - weird games, awesome Half Man Half Biscuit songs about people who quit Yahoo! Chess after they lose, a paean to Soul Bubbles, the history of game journalism, and more.

Bingo bongo bango:

Randy Balma: Municipal Abortionist - Provocative Games Are Good … Why Exactly? « Save the Robot - Chris Dahlen
'From the title to the aggressive aesthetic sense, the game is provocative. It reminds me of aggressive noise rock or experimental film, which attacks the audience with anti-social and rebellious themes.'

Back of the Cereal Box: Stuck in an Elf Village
'Harmony-happy rock band Fleet Foxes credited the game Final Fantasy alongside Simon & Garfunkel and Beach Boys bootlegs as having influences their sound.'

The Ryan Lambie column: the 5 weirdest games ever - Den of Geek
Bonus marks for at least two games I'd forgotten/never heard of - Frankie Goes To Hollywood (utterly bizarre) and some Gorbachev Game Gear game?

YouTube - Half Man Half Biscuit - Bad Losers On Yahoo Chess - sheff08
Best song ever about griefing in casual browser games - here's the lyrics - also see my ffwd linkblog for some silly, non-game related Half Man Half Biscuit YouTube mashups.

Our game actually passes XBLA cert shocker - Indiegamer Developer Discussion Boards
'After 7 (yep, that's a seven) months in final certification, our Shogi game just got a clean pass and will soon be on sale over the XBLA service.'

a love letter to 'Soul Bubbles' - one of the best games on the nintendo ds - NeoGAF
Well-documented post on obscure original IP DS goodness.

YouTube - Lag Issues in SF2 HD Remix Beta
'The online code for the HD Remix Beta works well at pings under 100ms, but for higher pings it basically glitches the game out.'

Crispy Gamer - Feature: Word Play: The Evolution of Game Journalism
I think I neglected to link this, which is silly, cos it's an awesome trawl through game journalism history, if rather old school when it gets to where we are now.

IO9: 'Gaming: Is It Art? Or Is It LARP?'
Brody Condon, who does video game-related art at times, on: 'SonsbeekLive: The Twentyfivefold Manifestation... an art project/live action role playing game happening right now, in a Netherlands forest, with 200 participants.'

YouTube - Earth Worm Jim - The Making Of
Completely awesomely retro making-of thing, MTV early '90s style, Dave Perry's accent is a bit more Irish and there's 'Sabotage' and unicycling. Via Frank, yay.

July 6, 2008

Analysis: Making DDR For Seniors With Touchtown's Dancetown

[This may be the final Games For Health write-up from Kyle Orland and friends, but it's one of the more interesting ones - the concept of using a dance mat game to keep seniors fit is interesting in theory, and it's impressive that these folks are trying it.]

In this session from the recent Games for Health conference, Jeff Pepper, President and CEO of Touchtown, discussed his company's work in creating Dancetown - a PC-based dance game specifically aimed at older players and retirement homes, to give players regular exercise and reduce the risk of falling.

Touchtown is a 9-year old company out of Pittsburgh that was originally not a game company, but provided digital signage and TV to retirement homes. Two years ago, Pepper's daughter came home with Dance Dance Revolution and he "got hooked".

His daughter said 'Wouldn't it be great if your customers could do this?' But it seemed too hard for seniors, and Pepper thought "there's no way our customers would actually use this."

Study Findings

However, after an investment of 18 months on a study, with a team of over 40 people, five retirement homes on an advisory board, and the CMU Entertainment Technology Group helping out, he discovered that dance provides benefits over plain exercise.

It has benefits for balance, endurance, strength, agility, flexibility, locomotion, weight loss, and most importantly, reduces risk of falls for seniors.

The results of the study showed that 31 48-year-old or older women who played DDR 30 minutes twice a week lost up to 20 lbs. The more they weighed, the more they lost, and their blood pressure dropped up to 20 points.

"Traditional retirement home culture is bingo, birthdays and crafts." said Pepper, "Very traditional. Keep people occupied, but don't rock the boat. Nothing dramatic... they might hurt themselves! There's a resistance to doing anything out of the box. Existing fitness programs tend to be lame - chair exercises: get up, grab the back of the chair, lift your legs. No emotional investment... you do these exercises like you take medicine."

However, Pepper admitted that within a short period of time, the Wii has made a "tremendous" inroad into retirement homes. "Its lots of fun, and gets people moving," said Pepper, but warned "it has little impact on balance, strength, bone density, fall prevention, cardiovascular health. It's not really aerobic... you could do 500 baseball swings, and it's still not aerobic. Wii can lead to repetitive strain, too. Still, it's better than the chair exercise, and gets people used to combining computers with exercise."

DDR has a problem of a different sort: "Retirement homes experimented with DDR, but these games are not designed for seniors," explained Pepper. "Girls showing their belly buttons… It's a cultural mismatch. The whole style is designed for young people."

Thus Pepper came to the idea of taking the core concept of dance games, but to reinvent it so it would succeed in a retirement community, with, in particular, "Rather than trying to be as hard as possible, the idea is to be as fun as possible."

Dancetown Design

Pepper listed the many design requirements for Dancetown to appeal to, and be useful for, seniors:

- Senior-friendly visual design: Simpler background, high contrast text and graphics, and no eye candy to distract; a bouncing ball shows the beat for the deaf/hard of hearing.

- Senior-friendly music, but which must also appeal to all ages: "Tough to do," said Pepper. They used a selection of music from 1960-1975 that's universal: Beatles, Elvis, Michael Jackson, show tunes. Older people like it, but kids also know it. There's also an assist mode, which audibly "claps" when players are supposed to step.

- Intergenerational play: "This doesn't occur with DDR much," Pepper said. With Dancetown, "Two people can dance at once, but they dance the same thing… Different difficulty levels, but scoring is balanced so that the easy player has an equal chance of winning. It's a fair competition."

- More difficulty levels: Easiest only has left and right inputs. Second adds the "up" pad. Four more difficulty levels have all four directions. The top level is "equivalent to hard in DDR."

- Safety: Sturdy, 3-sided PVC railings. The weight of pad holds the railing – "if you trip and fall, you won't hit the ground."

- Web component: "People who work in retirement communities expect a therapeutic value," expanded Pepper. "They like to be able to track outcomes. Dancetown lets you track performance in-game and in medical assessments." There's also online performance tracking, where you can compare to people in same retirement community, ZIP code, state, and so on. The next version will have virtual trophies as you progress, and online community features.

Although designed for seniors, Pepper stated that it "seems to appeal to everyone" and is looking at business opportunities with YMCAs, camps, schools and others.

The game is currently being researched by the Humana Innovations Center, looking at the feasibility of the game for the healthy (60+) senior population, and Pepper stated that all software development for Dancetown is considered completed.

The unit is already being used in "20 locations" with the next release "geared towards the mass market" for a summer release. It is to be marketed to 44,000 retirement homes starting in June, with a high volume rollout in fall.

Lessons

"My background is not game development but enterprise software," concluded Pepper. "My idea of building a game was the same as my idea of building software for a big customer – have a cool idea, get requirements, design, build, test, deliver, repeat."

At the beginning, Pepper noted that they "focused on core of gameplay" but that this element is "only a small part." In fact, promotion, pricing, polish, hardware integration, patent/trademark issues, cultural integration, distribution, packaging are all needed to "create a sustainable business."

GameSetNetwork: Round Table, Crunch Stable

Finishing off the GameSetNetwork posts from big sister site Gamasutra and its buddies, you'll see a bunch of original reporting that's headed by 'Producers Of The Round Table' looking at the underlying structure of game development teams.

Also in here - Paul Hyman revisits crunch with some tales from folks who've managed to cut down on it, there's some fun interviews with chaps from Obsidian and Cyanide, a lecture from a Hitman designer on feedback and personas, and various other sundries.

Un deux trois:

Producers Of The Round Table: Structuring Your Team
"Gamasutra's latest 'Producers Of The Round Table' discussion looks at team structure, with producers from Gas Powered Games, Stainless, Red Storm and Freeverse analyzing how game teams are constructed to function smoothly."

Not Everyone Feels The Crunch
"Following Gamasutra's recent, much discussed article on 'quality of life', we follow up with EA_Spouse colleagues and other industry execs with a clear message - crunch doesn't have to happen."

Q&A: Pligersdorffer And A Taste Of Cyanide
"French development studio Cyanide have a surprisingly diverse product strategy, including cross-platform Games Workshop license Blood Bowl and free-to-play PC MMO Dungeon Party - CEO Patrick Pligersdorffer talks with Gamasutra about why Cyanide are proud to be seen as a PC developer, talks piracy and discusses the French development community."

Microsoft's Greenberg: Wii Customers May 'Graduate' To Xbox 360
"Talking to Gamasutra, Microsoft's Aaron Greenberg, director of product management for Xbox 360 and Xbox Live, has been commenting on Microsoft's attempts to attract casual gamers, suggesting that Wii customers are "going to want to graduate to an Xbox 360 experience" over time."

Results: GCG’s Level Design Cues Challenge
"In a recent Game Design Challenge on GameCareerGuide.com, readers were tasked with defining the cues and clues that would enable a player to solve a level. The site has just posted the three strongest solutions, and one honorable mention."

Obsidian's Parker: Why Be Frugal With Achievements?
"Developer Obsidian, currently in progress on spy thriller RPG Alpha Protocol, has been discussing the title's influences and development with Gamasutra, from the use of Unreal Engine 3 to why they have has no patience for games that are stingy with their achievement points."

Hitman Designer: Metrics Plus Personas Equal Fun
"Speaking at a recent festival, IO Interactive (Hitman) designer Alessandro Canossa discussed how combining player metrics with the identification of specific 'personas' you want the player to identify with can make for compelling game designs."

COLUMN: 'Game Mag Weaseling': Mag Roundup 7/5/08

It's been a busy past little while in mags, even though you'd think it wouldn't be what with all everyone in the August-issue doldrums. My collection is beginning to outgrow the room it's in, so I'm working on clearing out space and getting rid of stuff I'm not completely sure I need after all, such as that near-complete collection of 80 Micro (a magazine devoted to Tandy's TRS-80 computer line) that spans over 100 issues.

It also seems like all my mag subscriptions are coming up for renewal right at the same time. It's not such a bad thing, though, as the renewal process has been perfectly smooth for every mag I get...with one exception. I can't find any easy way to renew Game Informer -- there's nothing online, I'm not gonna write my credit card information on the renewal card they sent and put it through US Mail, and I tried to get through to a human being on their support line three times in two days and failed completely.

Odd how the nation's biggest game magazine has unequivocally the worst customer service, huh? Ah well...I suppose I could always hit the local GameStop to renew, but I wanted to avoid that if I could, because who wants to go to a GameStop really?

Anyway, read on to read all about the new US game magazines that hit shelves this past fortnight. Despite the low page counts, there's actually a lot of new and exciting stuff going on, from anniversaries to somewhat major internal redesigns.

Nintendo Power August 2008

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Cover: MadWorld

The polybag covering the newsstand edition of this month's NP is arguably a lot more exciting-looking than the real cover, boasting a huge starburst about how this is the best issue ever and so forth. I'm not completely sure on that, but it's certainly a good one. There isn't quite as much anniversary-type stuff in this particular book as you'd expect -- mainly, a feature covering the top 20 games on all of Nintendo's systems past and present (plus a very, very brief Virtual Boy shout out) and a 2-page comic that revisits the all-grown-up Nester as he plays Mario Kart Wii with his son. Awww. Kind of a funky art style, but the content is funny -- I particularly like how it's set up exactly like an old Howard & Nester comic (ie. with a hot game tip saving the day at the end) even as it parodius the concept.

There's a party September 13 at the Nintendo World in New York to celebrate 20 years of NP, but sadly this column isn't quite the blockbuster financial success it'd need to be for me to afford a plane ticket. Ah well. Until then, I can at least enjoy all the lovely interview-driven articles this month on games like MadWorld and Mega Man 9, which is so radical it hurts.

Electronic Gaming Monthly August 2008 (Podcast)

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Cover: Killzone 2

Now that EGM is Ziff's sole remaining foothold in the dead-tree industry, new EGM James Mielke is instituting a few tweaks to the mag effective this issue. First off, PC games are now getting at least a smidge of coverage -- in this case, a quick 2-pager on upcoming RTS and a column by Jeff Green. Second, the regular "Take This Job" series that profiled one game-biz career a month is replaced by "Sick Play," a regular bit that looks at "hardcore players who go above and beyond the call of gaming" -- speed runners in this issue.

Most interesting, though, is a retreatment of the Review Crew. From here on in, one-man reviews are the norm for games, although three-man pieces are "still here for the big games, where we have the space to really do them justice," as reviews editor Ryan Scott writes. In practice, this means that all reviews that're one page of smaller get only one writer and one score. In my opinion, this needed to happen a long time ago. As Scott himself notes, with the smaller reviews, no individual writer could say anything very intelligent in the space he/she was allotted -- a situation exacerbated by the fact that reviewers agreed far more often than disagreed with each other, giving very similar score and making me wonder what the inherent advantage to the whole system even was any longer. The Review Crew made sense when video games were targeted younger and more hardcore, but in today's industry (both game industry and print-mag industry, I mean), it's not so much worth it any longer.

As for the issue itself, it's the classic "August issue" -- too soon for E3, too late to review anything super-interesting. So you have long previews of obscure games like Away: Shuffle Dungeon, a cover-story update on Killzone 2 that doesn't say a heck of a lot new, and so forth. Not much that's a must-read here, but this issue's worth noting for the changes alone, I think.

GamePro August 2008

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Cover: Resistance 2

The large fold-out poster cover is quite nice, though I couldn't help but notice it comes at a trade-off -- this issue's only 96 pages long and there's all manner of in-house ads. There's a couple preview bits inside (Resistance 2, a roundup of games that'll "change 2008"), but the most amusing might be "Wii FAT," a piece that shows (complete with funny art) how to cheat at Wii Fit, even suggesting a few one-handed foods you can enjoy while navigating the menus with the wiimote. Great work.

Play July 2008

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Cover: Damnation

Things are changing a bit with this Play, too -- as promised earlier, they're doing away with review scores. In its place is a "Parting Shot," a 30-50 word paragraph where the author sums up his general impression of the title in question. It's got a garish graphic attached to it which I don't think is going to last long, but more to the point, I don't really get what this Parting Shot is accomplishing that, say, the last paragraph of the review itself isn't. I'm all for eliminating review scores in a mag like Play where the score is a very tiny part of the entire review, but why go for a half-baked compromise measure like this?

I really couldn't give a flip about Damnation and all the other 5 million AAA wannabes that look like it, but it seems like Brady Fiechter is tightening up Play's design and defining it more as a text-heavy "reader" for the modern game generation, a direction that I like a lot.

PlayStation: The Official Magazine August 2008

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Cover: LittleBigPlanet

LBP and a bit on fashionista-ing up your PSP are the main draws here, along with a piece about MK vs. DC which is more humorous than anything else. Otherwise, you know how this mag works by now -- and it's also a lot more full-featured nowadays. Hopefully the days of game-release checklists are well and gone by now.

PC Gamer August 2008 (Podcast)

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Cover: Crysis: Warhead

The Warhead piece is hell-bent to convince you that you don't need a massively expensive PC to run Crytek's latest, even offering a $650 homebuild suggestion in one sidebar that will purportedly run the new game all silky-smooth. I like it when a feature-writer is actually into the subject he's writing about.

Official Xbox Magazine August 2008 (Podcast)

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Cover: Call of Duty: World at War

Ditto, pretty much. No, my magazine is not dirty; that's just how rough 'n tough Call of Duty is, and the lovely design continues inside.

[Kevin Gifford breeds ferrets and runs Magweasel, a site for collectors and fans of old video-game and computer magazines. In his spare time he does writing and translation for lots and lots of publishers and game companies.]



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