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March 7, 2009

The China Angle: New Platforms, Big Changes Calling

[In his latest 'China Angle' column, Beijing-based developer Frank Yu examines the nation's buzz around new 3G mobile platforms like the iPhone, the obstacles they face in the region, and why shakeups in China may ultimately affect the industry worldwide.]

The Year of the Ox in China started in an auspicious way with the spectacular towering inferno fire of the Beijing Mandarin Oriental Hotel from a freak fireworks accident.

The sense of bad luck and a slowing economy looms for 2009. Although the economy is still growing by 6% that’s almost the same as a recession for China which needs to grow in double digits to keep the masses employed.

The games industry is supposedly recession-proof, but the reality is that it goes through sales slumps and layoff periods like other industries when cash is tight. In China, two of the largest game companies, Shanda and Netease reported great year on year growth for the 4th quarter.

The New Buzz

However, since the global financial meltdown started to be felt in January, the question of sustained growth for the Chinese gaming industry remains an open question. As low end manufacturing and service workers lose their jobs, its not apparent that they would spend what little savings they have on online games. The game companies in private have become concerned that the days of fast growth may come to a screeching halt in 2009. But something cool is coming up in 2009 as well.

The big buzz these days in China are social networks with games and the looming mobile internet as a game platform. In a more positive note, many of us are waiting for the impending launch of the wireless 3G mobile networks in China.

China Mobile, the dominant mobile carrier in China is set to launch their 3G TD-SCDMA network to the mainstream this month. Previously limited to a few test accounts, this launch marks the full entry of China into 3G and a potentially large mobile gaming market.

Unfortunately, the TD-SCDMA is a China standard only adopted by China Mobile so far. This means that 3G handsets from other countries won’t work on the China Mobile network. The distant number-two mobile carrier China Unicom, however, does use W-CDMA, which is a global standard and compatible with the Apple iPhone 3G.

Strong rumors indicate that China Unicom will get the iPhone app partnership with a launch of the China iPhones perhaps as early as May when their network launches.

Gumming Up The Works

There are, however, two possible snags still to an iPhone launch in China still.

We all know that the iPhone and iPod touch are great game platforms. We also know that a large chunk of the apps downloaded by iPhone users can be classified as game or entertainment categories which makes the iPhone/Touch a stealthy game console.

However, at this time, all game consoles continue to be illegal in China -- with the exception of the Nintendo DS Lite -- due to a JV Agreement with a local company. All Playstations, Xboxes, Segas and even the Wii are technically illegal to sell in China.

One can argue that the iPhone and the iPod Touch are actually portable game consoles with a phone or music player attached. Depending on how Chinese regulators decide to define the iPhone as a game machine, a phone or an internet appliance will have an impact on how it is regulated or even allowed into the market.

Another potential snag is that China has a law forbidding mobile handsets sold in the local domestic market from having both 3G and WIFI on the same device. The law was probably created to help promote China’s 3G market but what it will really does is to encourage more gray market handsets from Hong Kong and Taiwan to be smuggled into China.

The Apple iPhone in its current form cannot be launched in the China market without having WiFi or 3G disabled. Rumors seem to indicate that there is a move to have the law changed, since it would also effect Android phones as well -- which may be the platform that China Mobile hopes to back for their 3G network.

Many of us are excited about the prospects of having the iPhone and these other new game platforms enter the Chinese market. We hope to see new distribution models, content, handsets and business models that will help shake up and shape the largest mobile and gaming market in the world. The changes implemented in China will cause ripples to both games and the mobile industry worldwide.

[Frank Yu is the CSO and COO for Shouji, a Beijing based mobile game developer. Prior to his current position, Frank started and led the first China game team for Microsoft and served as the first Xbox Regional Business Manager for Asia. He can be reached by email at capital@gmail.com.]

Round-Up: Gamasutra Network Jobs, Week Of March 6

In this round-up, we highlight some of the notable jobs posted in big sister site Gamasutra's industry-leading game jobs section this week, including positions from 2K Marin, Infinity Ward, ngmoco and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted in each market area this week include:

Gamasutra.com - Game Industry Jobs

2K Marin: UI Programmer, BioShock 2
"2K Marin seeks the talents of a seasoned and passionate programmer who enjoys a collaborative and creative work environment and is looking to work with likeminded professionals to create a truly amazing game. Develop, write, implement, and debug code for the UI on next-generation video game projects."

Firaxis Games: Real-time Cinema Artist
"Firaxis Games is seeking a real-time cinema artist for our upcoming project teams. You will work closely with the project art lead and design lead to create visually compelling real-time cinema sequences. We expect you to have a passion for games as well as demonstrate a comprehensive knowledge of film techniques."

Infinity Ward/Activision: Environment Artist
"Do you want to create beautiful art for some of the best selling and most critically acclaimed shooters of all time? We need an experienced, creative 3D Environment Artist to create highly detailed, realistic environmental game assets. You'll be working on assets for levels as well as detailing and lighting alongside designers to make each level as beautiful and impactful as possible."

Sony Computer Entertainment America: FQA Senior Training Specialist
"Overall, the position of Format Quality Assurance (FQA) Senior Training Specialist is expected to partner with the organization to provide training in a number of forms to support FQA employees in their ability to perform their duties. The FQA Training specialist will be expected to design, develop and maintain training courses, materials, tools, applications and documentation."

WorldsInMotion - Online Games

Tencent Boston: 3D Graphics Engine Programmer
"Tencent Boston is an exciting new start-up with a focus on creating top quality online games. We are a division of Tencent Inc., one of the largest internet companies in China. For more than 350 million people, Tencent is the internet, encompassing portal, shopping, community, and entertainment services. We are right in the middle of one of the most dynamic and fast growing game markets in the world and our mission is to create large scale, free to play, online games for this market both in China and worldwide."

NetDevil: Sr. Programmer
"This position is a very challenging role requiring deep knowledge in multiple disciplines. This person is required to lead a team of programmers and mentor and guide them while also being a significant contributor to the project's technical requirements. This person is also responsible for overall architecture, system design and integration. Additionally, this role requires interfacing with other parties involved in MMO development including operations, deployment and publishing teams."

GamesOnDeck - Mobile Games

ngmoco: Launch Coordinator
"There are many tasks that need to be completed to successfully launch an ngmoco game into the marketplace and we are looking for person who is highly organized, detail oriented, and an excellent communicator to drive the launch of all our titles. The launch coordinator will need to coordinate efforts with internal and external team members to complete marketing materials, App Store & website copy & art work and other supporting materials for every game launch."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

COLUMN: 'Game Mag Weaseling': Mag Roundup 3/7/08

['Game Mag Weaseling' is a weekly column by Kevin Gifford which documents the history of video game magazines, from their birth in the early '80s to the current day.]

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The first details on the new Future-produced game mag launch are beginning to expose themselves a bit. Called Nvision, the title (a sponsorship of some sort with Nvidia) covers "visual entertainment," which seems to mean a mix of PC games, hardware, video tech, and a bit on movie CGI and such. It's a seasonal mag, and sub cards are in the current issue of Maximum PC (or you can subscribe online right now).

There are still some questions I have about this mag's main thrust -- it sounds basically like an Nvidia-branded Maximum PC to me, just going off the media blurb -- but I look forward to seeing the first issue nonetheless.

This isn't all that's up in Future land, though -- PC Gamer is all new and spanking and everything, so click forward to see how it looks.

PC Gamer April 2009

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Cover: F.E.A.R. 2

I put this issue of PC Gamer up front this week because it's the first one to really have the imprint, the impact, the sheer force of a Gary Steinman applied to it. His biggest move: Get rid of the columns in the back of the book and throw the resulting free space into the features and front-of-the-book well, both of which are quite a bit larger this time around.

The "Eyewitness" bit up front reminds me a lot of what you see in the British PC mags nowadays, with a mix of amusing little pieces, interviews with quirky gentlemen (such as the creator of de_dust), first-look previews, and so forth. I like it a great deal. The actual preview well is the same as always -- ok-looking, but the new design is a bit same-y across the pages -- and the features (including a roundup of non-WOW MMOs to try and a top-49 list of game studios) and longform reviews are great as always.

Basically, the editorial got rid of the part of the mag that I'm guessing the fewest people read regularly and used those resources on the bits it wants to push harder instead. I can totally buy into this, and I think it makes for a better magazine. The best US PC game mag, in fact, assuming there was some other US PC game mag to compare it with these days.

PC Zone March 2009

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Cover: Also F.E.A.R. 2

This month's reason to buy PC Zone: "When a game develops a vocal following, it's a blessing and a curse. On one hand, a lot of people love your game; on the other, they've all got ideas and demands about the sequel, and if it goes tits up they'll say it's because you didn't use the awesome idea they had where the soldiers wear wedding dresses and use them like parachutes."

There's also a neat, quick read of a feature inside: 35 Ways to Make PC Gaming Better, covering the gamut of modern complaints from SecuROM to the cruelty of patent law preventing minigames from appearing on load screens.

GamePro March 'n April 2009

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Cover: Terminator Salvation and GI Joe

I got my March GamePro late this month, but it's for the better, because both the March and April ishes are thematically similar -- ie., they've both got movie-license games on the cover. The Terminator feature is classic GP -- they tend to take the kitchen-sink approach to their cover pieces -- and it's backed up by more movie coverage in April, which is led off by a GI Joe feature that's breathtaking in its fullness.

GP is also getting pretty silly with its front-end throwaway features, with bits like "7 best video game lifebars" and "The 9 greatest palette-swapped video game characters". I approve.

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It's also worth noting that IDG has released Ultimate Game Guide! for its spring special, a buyer's guide that's interesting chiefly because it's all numbered lists, as the cover suggests. Seems to be all original content, too. It brings me back to the days when I wrote dumb sidebars for Code Vault, it does.

Retro Gamer Issue 61

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Cover: Pac-Man

I've worked things out with Imagine's customer support, and now I'm all caught up with my RG collection! Woo! And what a lovely cover to start my spankin'-new subscription with. You've undoubtedly read a "Toru Iwatani talks about Pac-Man" piece at least once in your life before, but this one's pretty to look at and bloody exhaustive. Much fresher is the Resident Evil making-of piece, chiefly because Iwatani was just one guy while Shinji Mikami's RE staff was one giant drama bomb from the very beginning.

The mag is pretty rough on the Mega-CD in the hardware feature tucked inside, but I'll forgive them.

A Tale of Two WOW Guides

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On the left is Beckett Massive Online Gamer Presents Ultimate Guide to World of Warcraft #4. On the right is CVG Presents #6, which covers...two guesses...yes, World of Warcraft.

Which one would I recommend? Well, does it really need to be said? CVG Presents is superior in every field I can think of, from visual design and content to readability and gotta-pore-over-it-ness. In the classic CVG fashion, every spread is designed from the ground up to be visually pleasing and worth reading. Just thumbing through it is a joy, even if you don't know jack about WOW. Beckett's guide, meanwhile, is boring columns of text and small pictures, stories packed with jargon and written without a hint of style, and layouts that go from clumsy to something out of GamePro six years ago.

It could be argued that CVG Presents is more of a beginner's introduction to WOW while Beckett's ongoing publication is meant for hardcore players. Well, maybe, but if that's the case, then Beckett is not demonstrating much knowledge on how to sell print magazines on the newsstand (both of these mags are newsstand-only). Think about it. The majority of WOW players would never spend money on a plain-Jane WOW strategy guide; they don't need to when there's a mind-bogglingly enormous wiki and countless guides and FAQs available on the net. That leaves a) casuals b) hardcores who'd impulse-buy a pretty, coffee-table-style publication. CVG Presents covers both markets; it's written to be completely understandable (and entertaining) for anyone and it's filled with pretty art and design. Beckett's guide is the opposite.

I mean, just look at the two covers! If you were a man with just a passing interest in WOW, which cover would grab your eye first on the newsstand? I'm willing to guess the CVG one. Even the coverlines are more inviting on their mag -- meanwhile, Beckett's cover leaves me wondering what a "Naxx" is and why I would even want to craft past 375, whatever 375 means. (These are rhetorical questions. I'm just sayin', your average mag buyer would be confused.)

I've now written far more than I ever intended to about these two mags, but it boils down to this: just buy CVG Presents, okay?

[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.]

Best Of Indie Games: Going Back and Forth

[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 edition include a new game from Flashbang Studios, a platformer featuring wizardry and magic, a sports game by cactus, a historical civilization simulator, a rather unique 'LoFi' take on RPGs, and a 2D adventure game centered around the theme of dimensional travel.

Game Pick: 'Blush' (Flashbang Studios, browser)
"In the latest offering from Flashbang Studios, players direct a squid-like creature around the depths of the ocean, collecting eggs and disposing of nasty swimming beasts. Given only four minutes per play session, it's all about working out a balance between egg collecting and enemy-bashing."

Game Pick: 'Hey Wizard' (Spelgrim, browser)
"Hey Wizard is a magic-orientated platformer with a unique look and interesting gameplay. Our little wizard friend has had his powers stolen, so obviously this means he must jump into a book and destroy everything in sight to get them back."

Game Pick: 'Ping Pong' (cactus, freeware)
"Ping Pong is cactus' take on the popular table tennis game, although some rules were changed for a more arcade feel rather than an accurate simulation of the sporting pastime. A training module is included to assist new players with learning the controls, while the hotseat multiplayer feature allows two people to take on each other in a friendly match."

Game Pick: 'Opera Omnia' (increpare, freeware)
"In this game you play a state historian who is charged by his politician friend to come up with convenient theories about migration in the past. Basically what this boils down to is that you have to think backwards; you would need to set things up so that the resulting events are reproduced accurately in order for the story to progress."

Game Pick: 'Shifter's Box - Outside In' (Ben Chandler, freeware)
"A new 2D adventure game from the developer of Annie Android, created with the versatile AGS engine. Shifter's Box - Outside In tells the tale of a girl named Sally who happens to come across a magical box during one of her leisurely walks. Being curious, she decides to open the box, only to find herself sucked into a strange world with no clue as to how she would return home safely."

Game Pick: 'Linear RPG' (Sophie Houlden, browser)
"The Linear RPG is Sophie Houlden's entry into RPGDX's 'LoFi' Indie RPG Jam. Play is set along a single line and battles happen automatically, with health and experience being altered randomly. Along the linear mission there are circles which represent inns, places to restore your health. It's not a breakthrough in RPG gameplay, but it's an interesting concept and the story which is simultaneously told in the background adds to the experience."

March 6, 2009

COLUMN: 'Cinema Pixeldiso' – Street Fighter: The Legend of Chun Li

http://www.gamesetwatch.com/chunli01.jpg['Cinema Pixeldiso' is a not-so-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 slightly closer look at the new movie Street Fighter: The Legend of Chun Li, which includes spoilers, beware.]

First off, as mentioned above, there will be spoilers in this particular review/recap. Apologies if you haven't see the movie and still wish to. To those people, I'm certain there's plenty of good stuff around here that you might have missed, so I implore you to check the Cinema Pixeldiso column archives for starters!

Though the rest of you probably don’t give a damn; neither of you have seen the movie and perhaps never will. Maybe because of what's been said, which has been not so positive. Most of which supports what many have assumed, which again is a less than stellar motion picture.

Look around, primarily at any gaming blog or news site, and you'll be hard pressed to find anyone saying anything positive about the movie. For the most part, they are correct; The Legend of Chun Li is indeed remarkably lackluster and lame. Obviously, many comparisons have been made to the first Street Fighter movie, which was exceptionally bad in its own right, but many have jumpted to its defense in light of this new piece of crap, by stating "at least that one was so bad that it's good!"

But the first Street Fighter movie also managed to get some things "right" in retrospect; when I went to see this latest film earlier this weekend with a friend... the only friend I managed to drag along with me... there was this scene in which Vega first makes his appearance, and said friend noted: "You know, at least they got his costume right in the original."

As this column has tried to illustrate in the past, movies centered around video games can be good at times, perhaps even exceptional, provided that the approach to the subject matter is sensible and inventive. Simply following their storyline is usually neither; most video game plots, if there is one, are generally paper-thin, both the good and bad ones. Even those celebrated for featuring a strong narrative are often too close to those found in popular movies or television shows, in this particular writer's opinions of course.

It's almost the exact opposite problems with most book to movie adaptations, where there's just too much to fit in an hour and half narrative. Plus certain events and actions we simply accept in the context of a game, mostly because we're all too busy fulfilling it's objectives or trying to stay alive, to notice them, including how dumb they might be. Hence the need to change things here and there, to have it all makes sense outside of the context of the source material. But there is a point where a film can steer too far away, and Legend of Chun Li is an example of this.

The very basic tale of Chun Li's origin, as depicted in the original Street Fighter II arcade game, is of how her father dies at the hands of the malevolent M. Bison, and her attempt at vengeance. Whereas in the game, father was an undercover cop and his daughter follows in his steps of law enforcement, in the movie, daddy is... well, to be honest, I can't recall what daddy did exactly. While daughter becomes... a concert pianist? Already, a rough start. Why couldn't the filmmakers simply stick to what basically worked? Who knows.

Right from the onset, we are introduced to Chun Li at a very young age and watch her grow, while also learning the ways of kung fu, courtesy of Papa. Time to talk about casting: many people went "huh" when they learned that Kristin Kreuk would be playing the lead role, mostly because she's not... well, you know... very Chinese.

So I personally found it hilarious that the youngest version of Chun Li was extremely Chinese looking, and as she got older, the girls marking the passage of time became more and more Caucasian. Though in Kreuk's defense, as if any is really necessary, she's perfectly cast as an individual that's half white/half Chinese, as she is in real life. It's also worth noting that Kreuk is far and away the best part of the movie, a more than competent actress that does what she can with the material she has.

http://www.gamesetwatch.com/cli.jpgAnyhow, while still at a very young and tender age, Balrog and M. Bison breaks into Chun Li's residence (which is a mansion; the only thing we know about her dad is he's a very rich dude) to kidnap her father and get the story rolling. Now, one of the many noteworthy things about the very first Street Fighter movie was how crammed in as many of the original World Warriors as possible into the thing.

Here we have just a few, and they're not exactly how you remember them from the game. Michael Clarke Duncan plays the boxer, and looks fairly close to the original, sans the ridiculous haircut of his video game counterpart, while Neal McDonough is the evil mastermind of it all, though this time he's Irish and has done away with the traditional red jumpsuit/big silver shoulder pads combination.

While I initially applauded the attempt at doing something a bit different, as time went on, I became more and more hopeful that the aforementioned goofy dictator garb would make an appearance, and alas, I left the theater sorely disappointed. We get Bison's origin of course, because every bad guy it seems needs one, despite the fact that they are completely unnecessary 99% of the time. Guess saying a person is evil and leaving at that is no longer good enough.

Back to the story: with no dad to continue her kung fu lessons, I guess mom enrolls Chun Li in piano classes in their place. After a big performance, she gets a gift from a mysterious stranger... an ancient and very goofy looking mystical scroll! A hunt for clues as to what it all means leads her to an old lady in the poor part of town, who explains that to find answers to all of life's mysteries, Chun Li must leave her life behind. And what better time to start anew, since mom around this time also kicks the bucket, due to a terminal illness.

So off she goes to Bangkok, to meet Gen... yes, that Gen, the guy who was her father's mentor in the video game, as mentioned in Street Fighter Alpha 2. So those savvy to the source material already knows what's up... Which is by no means a bad thing, by the way.

In fact, sometimes you have to give the audience what they want, with the failure to do so often leading to disappointment, even disaster. It could be argued that one should always keep the audience on their toes, but in this instance, tossing aside what already makes sense to pull the rug under a very small segment of the audience is rather foolish.

Speaking off... cue Charlie Nash as an Interpol agent. Yup, Guile's best friend, the one that bites it due to Bison (but of course), and the reason he enters the foray of Street Fighter 2 in the first place. Chris Klein plays the part, and is best known for his role in American Pie and other assorted teen comedies over the years since. Can't say I'm a fan of the guy's work, nor do I recall him sucking, but man, the dude is absolutely wretched in this particular flick.

Klein basically comes off as a wannabe Christian Slater, a piss-poor one at that, and is almost immediately unlikable. Yet at first I figured it was part of the act, since his character is supposed to die. Much like in most classic horror films, we all know whose number will be eventually up, so the annoying shtick will make it all the more satisfying. But like the lack of the goofy Bison threads, yet another point of disappointment was in the waiting, as well as another opportunity to ponder what any of this has anything to do with the source material.

Anyway, Chun Li slums it for a while, living on the streets of Bangkok and endearing herself to the poor folk by coming to their rescue when they get pushed around by bad people. till she eventually crosses paths with Gen. It's revealed that he used to work with Bison, a fellow petty thief at the time whose aspirations became too much for Gen to handle, forcing him to rethink his own less than noble ways.

Oh, and naturally, he's also the key to helping Chun Li fighter her inner demons, provided that she manages to control them herself. Gen by the way is portrayed by Robin Shou... yup, the same guy who played Liu Kang in the Mortal Kombat movie (which for the record is a prime example of a video game movie that sticks closely to its source material, and as an end result, succeeds brilliantly).

What follows is fairly by the numbers: with Gen's tutelage, Chun Li manages to dig deeper into the mysterious operations of Bison's, while also attracting the attention of the police investigators that also wish to take him down. Though there's a part where Chun Li tries to get vital info from one of Bison's closest associates at a dance club, by doing a seductive dance. Given that said associate is female, yes, we get some light lesbianism. Okay!

And when she ends up spilling the beans on his secret plans, Bison unmercifully tortures her. Which isn't shown, but still, man on woman violence perhaps illustrates best that the world of game inspired cinema isn't quite the thing of kids that it once used to be. Okay, maybe not. And believe it or not, the just mentioned violence pales in comparison to what Bison apparently does during his formative years.

But it's the fight scenes that most people will are interested in hearing about. First off, there wasn't an absurd amount of action, like the aforementioned Mortal Kombat, which was nothing more than FIGHT, FIGHT, FIGHT!!! Which again, worked out quite splendidly for that movie. Yet there's still plenty of fisticuffs this time around so the viewer is never entirely bored.

As for the quality of the action, for the most part, fairly decent. It's mostly rooted in realism, which made the occasional game-inspired move feel rather out of place. Though who didn't see the final blow being a fireball, right? Overall, fairly satisfactory... Kreuk in particular did a commendable job... yet the showdown between Gen and Vega (played oh so briefly by Taboo, of the group Black Eyed Peas?) was quite abrupt and anticlimactic.

Either that or it was something spectacular, but was either too long or too gruesome for theatrical release. Not helping was the overall goofy appearance of the bladed one, with a mask that was simply HUGE. Perhaps it's for the best that Bison never got his suit on? But back to the positives: the action actually takes place in the streets and isn't restricted to the goofy sound-stages that it's predecessor primarily featured. Much of Thailand provides a colorful backdrop that lends the proceeding the right kind of atmosphere and credibility, if that makes any kind of sense.

The film ends with Bison supposedly out of the picture and Chun Li, enjoying a life of peace at least, being tempted back into action via an invite to a street fighting tournament. Which obviously leads to a sequel, where one would have to assume is where Nash finally bites it. But why?

While I again applaud the decision to not cram the entire film with all 700 characters, at this rate, getting to everyone will take maybe twelve other installments, if that's the plan. Perhaps killing Nash would have ruined the narrative flow, but who really cares about such things with something like this? Perhaps its better to simply stick to the source material... exactly who is this film for, anyhow? Which is something I had to ask myself as the credits rolled.

Well, cynics might claim that the question is rather simple, as confirmed by recent statements by Capcom's own Senior Director of Corporate Communications Chris Kramer: it's Capcom. Street Fighter is simply another one of their cash cows, and the movie is just one component of their overall strategy.

Despite the fact that it didn't set the box office on fire, The Legend of Chun Li did well enough, and will more than likely be as profitable on home video and cable television as its equally panned older brother. Back to the subject of sequels: will there be any? Undoubtedly. Though more than likely in a direct to DVD format if anything else.

Still the questions remain: should a movie based on a game try to stand on its own legs and try to be a real movie at risk of denying its heritage? Or should it stay true to its roots, no matter how ridiculous the outcome might be? In this particular film's case, it leaned more towards the former's train of the thought. So what you get is something that's fairly pedestrian, and as a result, eschews any potential for standing out and being unique, much like its much-maligned predecessor. Whether that's good or not is entirely subjective.

[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.]

Interview: CCP's Tinney On How EVE Keeps Growing

[In one of her neatest recent interviews for GSW's big sister site Gamasutra - and def. worth reprinting here - news director Leigh Alexander talked to CCP exec Mike Tinney on EVE Online, and why the key to getting big in the MMO biz is starting small.]

In the current economic climate, it's hard to find a company with good news to share. And the volatile MMO business might be the last place you'd look.

Yet Iceland-headquartered CCP, developer of EVE Online, is not just healthy, but growing, seeking 60 new hires, says North America president Mike Tinney. "We're in a pretty strong position these days, and it's refreshing to be able to say that in today's economy."

Amid the challenges faced by the Icelandic economy, CCP is a "safe harbor," Tinney says. While employees in the hard-hit region face personal hardship, CCP as a company is bringing capital into the company. Asked about reports that the company may move its headquarters, Tinney says, "I would classify that as a rumor."

One factor in the company's continued stability is its self-sufficiency, Tinney tells Gamasutra. "We publish our own content, we design our own content, we control our billing relationships, we control our hosting relationship."

"We have partnerships in place, but we're not a traditional developer-publisher relationship, where the publisher oftentimes has problems controlling the content pipeline, and the developer often has problems controlling or influencing their delivery to the customer, or their interface with the customer," he says. "I think that has helped us out a lot over the years."

Know Your Players -- Really

Of course, not everyone can so easily maintain that kind of independence. But Tinney says there are other lessons other MMO developers might glean from EVE Online's success -- namely, the idea that it's not necessarily the size of your userbase, but your relationship to them.

At last count, EVE has 236,000 users, each of whom has on average two characters per account. The game's also in its single-shard server -- which means close to 500,000 different characters are sharing a single world built on galactic conflicts and a complex virtual economy. Real-world economist Dr. Eyjo Guðmundsson conducts high-level studies of the socioeconomics of the player base.

"It really is a relentless dedication to tracking the playing trends of the people in EVE and constantly working to provide them with the experience that they're looking for," says Tinney. "That's created a very strong community, a very loyal community, and one that sort of feeds onto itself and gains momentum."

CCP, which is focusing on EVE, although it bought White Wolf in 2006 and is reported to still be working on a World Of Darkness MMO, claims that its space sim never launched with a high target for user numbers. In fact, it launched to a difficult but all too common set of circumstances -- almost immediately after launch, publisher Simon & Schuster made an exit from the games biz.

Stranded but persistent, CCP bought back its publishing rights and focused solely on meeting the needs of the 25,000 players with which it started. These days, a game once considered at best niche or a cult hit continues to experience steady growth.

"We have a pretty competitive churn," says Tinney. "A lot of MMOs launch at a very high water mark, and then through a series of expenses and efforts fight to retain an ever-decreasing pool of subscriptions."

Don't Worry About WoW

And because CCP's goal has never been to try to compete with market-dominant World of Warcraft, Tinney's able to note that Blizzard's high tide has actually lifted all boats.

"[WoW] has made this kind of game a household name, and a mainstream form of entertainment," Tinney says. "Otherwise, I think most other games and virtual worlds would be considered niche entertainment." WoW's success, Tinney maintained, increased the field and the public awareness around MMOs.

This raises an interesting principle, though. As an example, Mythic Entertainment was not shy about confronting WoW with Warhammer Online and had a successful launch week with 1.5 million units shipped to retail and 500,000 registrants. To date, though, the fact that Warhammer has just 300,000 paying subscribers is considered a disappointing performance for the game, which has subsequently let support staff go.

So why are WAR's 300,000 users a disappointment, while EVE's 236,000 are a success? "Everybody defines their success in their own ways," notes Tinney. "It's very hard to make an MMO, and very challenging to find something that hits the right wavelength for a community of participants and then manages to retain them."

EVE was also launched at a more modest budget than Warhammer and other games like it," says Tinney -- and there are other challenges inherent in going up against WoW. "It's very difficult to launch a new game in this environment and have it compete with a game that launched five years ago -- and in a state of success has continually upgraded," he says.

"You have to make those upgrades in a state of speculation, in the hopes you'll achieve the type of success that preexisting games have already created for themselves."

Skip The High Targets

In order for an MMO to be a success and for its developer to stay fiscally sound, then, is the better strategy to start small, developing strong relationships to the userbase and focusing on retention rather than big-number targets.

"I do personally and I know that CCP overall [agrees]," says Tinney, "and I humbly say that we're happy to see the rest of the industry coming around to that personally. I think that CCP has always regarded it as such."

"A lot of MMOs that have beene out there for 4-plus years and developed a steady playerbase, those aren't the ones you're seeing layoffs in right now," he says. "Even if you have only 100,000 people playing, if it's a subscription model, you know what your income is going to be next month, and if you're a prudent businessperson you build your company's model within that framework."

Advice Tinney would offer to startups launching a new online product? "I don't think that I would start going after a million people, a million WoW players," he says. "I would not try to launch a new virtual world that has no community support behind it against any of the large, established virtual communities," he says.

"Because you're not just competing against the program's client --you're competing against the social community that engages and supports that world," he advises. "Set a very reasonable goal to build a very small community -- don't aim low, but build a biz model that supports an early-adopter mentality and then support the hell out of this community."

"There's a lot of strategies out there, and there's so many ingredients in the recipe of a successful MMO any one of them can throw the whole thing off," he adds. "But I think the community is one of the most important ingredients."

GameSetLinks: Shooters, Hunters, And Indies

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Heading towards the weekend, at least vaguely, we're still wandering through the GameSetLinks for your delight and delectation, starting out with the topsy turvy world of the independent game developer, as pointed out by the Austin American-Statesman.

Also in here - the Ultimate Shooting Collection for Wii correctly probed, USA Today's game blog, a neat UK computer camp, a Sasuke standalone electronic game, and a number of other notable... thingies.

Hu zz ah:

Austin American-Statesman: Certain Affinity finds frugality, selectivity pay off
'After doing more contract work for publishers such as Valve Corp. and Microsoft — at one point working on three different games at once — the work abruptly came to an end in September, Hoberman said. For months, Certain Affinity wasn't bringing in any revenue.' Luckily, they're helping Activision on something now, but wow.

Game Hunters: New Game Releases, Cheat Codes, Tips & More - USATODAY.com
Even USA Today has a game blog now? Blimey.

Diehard GameFAN | Review: Ultimate Shooting Collection (Wii)
Excellent, detailed info on a Wii compilation of Milestone shooters (all also released on Dreamcast in Japan!) - plenty of specific info in here, which is useful if you've just bought the game (as I have).

Wonderland: x48: a gamecamp thing twixt C4 and Microsoft
'Produced by Pixel-Lab for Microsoft and Channel 4, X48 will see which games the next generation of industry talent can create in less than 48 hours.'

I’ve never been a big fan of those XaviX... - Tiny Cartridge - Nintendo DS & DSi News, Media, Videos, Imports, Homebrew, & Retro Junk
' But, then, none of those have ever been based on Sasuke before.' Oo, the Spinning Log!

The Race for a New Game Machine at GameArchitect
'The Race For a New Game Machine, by David Shippy and Mickie Phipps, is a clumsily-written and frustratingly vague book, but game developers should read it anyway.'

March 5, 2009

Opinion: Designing For Free Takes More Than 'Just' Game Design

[In a fascinating opinion piece originally printed in Game Developer magazine, EA Maxis designer and programmer Soren Johnson (Spore, Civilization IV) discusses the deceptively complex challenges in designing free-to-play games -- and how game designers have lots more to consider than "just" game design.]

In China, a new MMORPG with a very aggressive business model, entitled ZT Online, has gained significant popularity. With over 10 million users and an ARPU of $40/month, the game has made its publisher, Giant Interactive, one of the most profitable online entertainment companies in China.

Like many Asian games, ZT is free-to-play (F2P) and focuses primarily on player-vs-player gameplay. Not only can players steal from their defeated foes, but weaker characters can even be kidnapped and held for ransom, locking their owners out of the game.

Access to equipment in ZT is very limited. First of all, there are no loot drops from killing monsters or completing quests. Further, all items in the game are completely bound to the owner, so there is no way to trade for better weapons with other players. Instead, the primary way to gain equipment to empower one’s character is by paying real money directly to the publisher to open "treasure chests."

Essentially in-game slot machines, these chest have only a small chance of producing something useful, and finding the best equipment often requires opening thousands of chests. In fact, each day, the game confers a special bonus to the player who has opened the most chests -- meaning the player who has spent the most real-world money to obtain better items.

ZT Online’s complete embrace, at every level of the game, of real-money transactions (RMT) may be appalling to some in the West, but the game is in many ways at the vanguard of a trend to develop games that take advantage of the players’ appetites for spending money to gain in-game advantages.

Trends

Ironically, the F2P-with-RMT model traces its origins to the challenge of getting Asian gamers to buy boxed, retail games, most of whom preferred the free ride of easy and widespread piracy. In response, Korean companies like Nexon and NCsoft built server-based online games which could not be pirated and would require alternate business models.

Starting with subscriptions (including the world’s first million-subscriber MMO, NCsoft’s Lineage), the Korean industry eventually shifted to F2P games that made money from micro-transactions, such as Nexon’s KartRider and MapleStory.

With many of these online games serving tens of millions of players, the Korean model has begun attracting the attention of major Western publishers, who have chartered their own F2P games in Asia, such as EA’s FIFA Online, Valve’s Counter-Strike Online, and THQ’s Company of Heroes Online.

The promise of F2P games is that gamers will get hooked on a free game and then eventually spend their own money on their new passion. However, designing these games is not a simple endeavor; in fact, the challenges of F2P design can make developers appreciate how fortunate they were when they could design for a fixed-cost product, either a boxed, retail game or a standard, subscription-based MMO.

In a fixed-cost world, the designer can focus on just one thing: making the player’s experience as engaging and interesting and fun as possible.

For a F2P game, however, designers have to balance making free content fun enough to engage first-time players but not so much fun that they would not yearn for something more, something that could be turned into a transaction sometime in the future.

Every design decision must be made with a mind towards how it affects the balance between free and paid content. Thus, the true cost of piracy is that the line between game business and game design has become very blurry.

As games move from boxed products to ongoing services, business decisions will become increasingly indistinguishable from design decisions. Of course, the industry has seen game designers play businessmen before -- a fundamental part of arcade game design was understanding how to suck the most quarters out of players. Thus, understanding how successful F2P game have navigated these waters is instructive.

Business or Design?

The aforementioned 2D MMORPG MapleStory has an in-game RMT store in which players can purchase items for their characters. These purchases can range from purely cosmetic items, such as funny shades or blue-colored hair, to consumables which give actual in-game bonuses.

These consumables include tickets for earning double experience points over 24 hours, avatar warps for triggering instant travel, and ability resets for realigning character traits.

In a nod to in-game fairness, these bonuses only save the purchaser time instead of directly increasing the power of his character. This distinction is important as RMT can still have in-game meaning without needing to be tied to the game’s best weapons and equipment, as with ZT Online.

Maple Story Cash Store

Another popular F2P game with a different business model is the web-based MMORPG RuneScape, which uses optional subscriptions instead of optional microtransactions. Subscribers gain access to more quests, new areas, player housing, and extra skills.

Again, the designers have to decide where to draw the line between free content to grow the game and paid content to drive revenue. As one in every six active players currently chooses to subscribe, they have struck a good balance.

Travian, a successful web-based MMO strategy game, does allow players to purchase temporary in-game bonuses, such as +10% attack strength or +25% wood production for a week. These bonuses have been controversial among the community as many players feel obligated to buy them in order to compete at the highest level. Gamers can also purchase Travian Plus, which unlocks an improved interface to make playing the game more efficient. The Plus mode includes a larger map display, a combat simulator, empire management tools, graphical info screens, and queued construction orders.

As a comparison, all of these features would be expected in a similar boxed, retail strategy game, such as Civilization 4. However, by withholding their best, the designers are walking a dangerous line here as players could be turned off by the purposely crippled interface.

For example, in Travian, each of your towns can construct only one upgrade at a time. Thus, players are encouraged to visit their towns every time an upgrade is finished, and as each upgrade might take half an hour, players may need to check the site many, many times each day just to keep pace with their competitors. A simple order queue would fix this problem, but the designers purposely decided to offer this feature only to players willing to pay for Plus.

Whether this decision was right or wrong remains an open question, but perhaps a more important question is who made this decision? Game designers or businessmen? Does it even make sense to think of them as being different in a world where every element of a game can be given a price?

Without a good balance of the needs of profit and of fun, F2P games will feel either like a con job designed to suck away all of the player’s money (as with ZT Online) or a charitable endeavor that never acquires the resources needed to develop and grow. However, when facing a difficult decision, one should always err on the side of providing the best free content possible. Greedy developers looking to maximize profits in the short-term risk losing their evangelizers willing to spread the word about a great game which is genuinely free-to-play.

A Free Market Solution

One interesting way to solve this problem - pioneered by Korean companies like Nexon - is the dual currency system, which lets the free market manage the balance. Three Rings' Java-based MMO Puzzle Pirates employs such a system to meet the needs of both players who are time-rich and players who are cash-rich.

One type of currency, Pieces of Eight (PoE), is earned by spending time playing puzzle games while the other type of currency, Doubloons, is bought directly with real money. A wide variety of items are available for purchase, with effects ranging from aesthetic changes to in-game upgrades.

However, as items often cost both types of currency, players who cannot afford to buy Doubloons can trade for some by giving their PoE to cash-rich players. These latter players may need the PoE because they don’t have the time to spend earning it by playing puzzles for hours. By allowing players to freely trade the two currencies, the designers have created multiple paths to earning any single purchasable item.

Puzzle Pirates Exchange

Thus, the designers avoid the balance issues faced in Travian by making sure that all content and features are available to all players, whether they are willing to spend money or not. In fact, when a time-rich player trades for Doubloons, the cash-rich player is essentially "sponsoring" her peer -- every Doubloon spent in Puzzle Pirates earns the developer money, whether the Doubloon is spent by the original purchaser or not.

A natural free market dynamic keeps the two sides balanced. If too many time-rich players flood the game, the value of PoE will plummet, tempting players on the bubble to spend a little cash to take advantage of the low prices. Thus, with the help of the auto-balancing market forces of the dual currency system, the designer’s goal simply becomes creating a compelling experience that keeps people playing the game.

Even Giant Interactive is beginning to understand the limitations of the soak-the-rich design of ZT Online. The publisher is developing a subscription-based version of ZT (without the casino-style treasure chests) that is being launched for the low-income market not happy about playing a game full of rich players who have bought their way to the top. Another game they are publishing, Giant Online, aims for the middle-income segment by allowing RMT but adding spending caps to prevent a monetary arms race.

These developments are welcome because the free-to-play format holds great promise. F2P games have a much larger potential audience than their fixed-cost counterparts because of the former’s ability to satisfy different levels of player commitment, both in terms of time and money.

Further, the potential for innovation is greater because consumers are no longer required to make a "leap of faith" when making a large, up-front retail purchase. However, the challenge of developing F2P games is that being "just" a game designer is no longer sufficient. Success, both in terms of profit and popularity, will be determined by how well the game design matches the business model.

Gamasutra Redesigns, Adds Blogs, Enhanced Functionality

[This has been a LONG time coming, but the Gamasutra redesign is upon us. Thanks to everyone who helped us with it, and if you haven't spotted - free dev blogs for all, even!]

Leading game industry site Gamasutra has redesigned, and we're now offering free game industry weblogs for all members - with expert bloggers already writing - an enhanced contractors section, discipline-specific sections, and much more.

We're still in the midst of fixing things, optimizing, and otherwise improving the experience, post-launch, so please feel free to comment on Gamasutra with any issues you're currently experiencing, or website-related suggestions.

Some of the major changes to Gamasutra, apart from the obvious visual improvements, are the following:

- Our new blogs section is divided into Expert Blogger and Member Blogger areas. We've already got some great experts contributing, from Brenda Brathwaite through Mark DeLoura and beyond, contributing in the Expert Blogs section.

- In addition, as editor Chris Remo explains in his blog post, any Gamasutra user can go ahead and set up their own blog and start writing about game development and the industry.

- Related to this, you can also now attach an avatar to your account, which will appear on your blog profile page and next to your comments.

- We've significantly enhanced the Contractors section of the website, with lots more categories for those wanting to target their products and services to video game professionals worldwide. (Pardon the dust in this area, we're still in the process of refining it.)

- We now have targeted Programming, Art, Design, Audio, and Production pages, listed on the left navigation, with features, news, blog posts and jobs for those disciplines handily collated together. We'll also be posting more discipline-specific features, going forward.

- Of course, we still have our regular sections of Gamasutra that you know and love fully operable, including our market-leading jobs section, plus the latest industry news and in-depth features.

Thanks to everyone who gave feedback and helped make this momentous site change (the first redesign for Gamasutra of the 21st century!) come together. Please post feedback at the site and we'll try to respond as soon as we can.

Opinion: Recession, The Beginning Of An Era

[Despite the obvious worries of the economic climate, might it not also provide opportunities for innovation? In this opinion piece, originally published in the February 2009 issue of Game Developer magazine, EIC Brandon Sheffield proposes striking out upon the road less traveled.]

On the surface, things don't look too hot for our industry right now. I was speaking with a friend recently about the current economic climate, saying that developers are losing their jobs across the globe, more studios are closing, and fewer seem to want to hire.

I was being a bit of a doomsday prophet, but my friend suggested that this is actually a time of great opportunity, and thinking about it carefully, I may agree with him.

Hopeful Possibilities For Indies?

There are a lot of talented people out of work in a lot of major metropolitan areas. If you're the type of person who can motivate them to get together, this seems like a prime opportunity for new studios, new indies, and new ideas about the shape of the industry.

If you've always dreamed of implementing the Hollywood model, bringing the right person to the right project and then moving on, this is a good time for it.

If you want to invoke the spirit of the bedroom programmer now that tools are getting to where that's actually viable without being a hardcore programmer/artist/designer hybrid, this is a good time for it. If you want to venture out and create your own IP, or revisit a lost genre, this is a good time for it.

It might not be the best time to create a multi-million dollar epic, unless you're one of the big publishers -- but even then it's a bit riskier than usual.

Games In A Recession

Games aren't going to go away during this recession. During the Great Depression, the legend goes that entertainment was the major industry that flourished. Books, movies, and condoms were among the best selling “non-essential” products.

These all facilitated escapism from the poverty around them, without weighty consequences. While we're not quite at the depression level, games are an effective and appealing method of escapism in the best of times, and in times of trouble are even more enticing.

Of course it's rather difficult to do any of this if you haven't got a little bit of a nest egg to tide you over until you can release a game, or at least get funding.

Some have said that the venture capital money has all dried up, but I don't think it's necessarily gone. Rather I think it's being hidden, Great Depression-style, under the proverbial mattresses.

Games are still a good industry. People don't want to stop playing video games -- but they might want to start paying less for them. If you can convince people with money that a smaller investment in a fledgling company making smaller games is a wise one, then you may be in business.

The Beginning Of An Era?

It's very possible that this recession could usher in the next age of the indie. Smaller, less expensive games made by smaller, more agile teams seem like a very logical step, now that the industry structure is better able to support it, with no less than three venues on which to distribute content as a small team.

These are downloadable console, direct to consumer PC downloads via Steam-like services, portals, or direct sale, and iPhone and potentially DSi downloads. Consumers have shown that they're willing to buy games like Castle Crashers in droves.

Indie developers have asked me on more than one occasion how to promote their products to the press without a big budget, or without a budget at all. It can seem daunting, but actually it's quite simple.

Promoting Your Productions

What works for me, and for many other members of the press I've spoken to about the issue, is targeted personal emails. It doesn't cost anything more than time.

Target the bigger blogs first, reading to see who writes about indies and in what context. See what they like and don't like, and choose a writer to contact.

Send them an email explaining who you are, where you're coming from, what your game is about, and what you're trying to achieve. If you've got some nice production art to show, a snappy title, a YouTube video, or a playable demo, so much the better.

Don't treat your game like it's the next big thing, or the most awesome Tower Defense clone ever, even if it may be. Be straightforward, humble, and realistic, and people will pay attention if your game seems interesting.

I'm hopeful that this recession will bring about a bit of an industry shakeup. It's up to the folks networking at this coming GDC and similar events. I would urge you to not think along the same old lines as before and simply join an existing studio, or create a new traditionally structured team.

This is a great time to experiment and try out new ideas, if you're the type who has them. If it doesn't work out, at least you won't have been idle by the time you have to take your next job in the trenches!

GDC 2009's Game Design Challenge Tackles 'My First Time'

[GDC 2009, as organized by my colleagues here at Think Services, is coming up in just two and a half weeks or so, and here's another notable announcement - the Game Design Challenge line-up and theme for this year, which seem pretty interesting.]

2009 Game Developers Conference organizers have revealed that 'My First Time' is the theme for this year's Game Design Challenge, with Infocom veteran Steve Meretzky, Portal co-creator Kim Swift and Habbo lead designer Sulka Haro twinning 'sex and autobiography' in their game concepts.

The longrunning event, organized and MC-ed by Gamelab chief design officer Eric Zimmerman, is taking place on Wednesday, March 25 from 2:30 to 3:30pm at this year's GDC, held at the Moscone Center in San Francisco.

There's a rich heritage of odd, fulfilling Challenges in previous years, with last year's Challenge seeing Brenda Brathwaite (Wizardry) and Meretzky take on 2007 champion Alexey Pajitnov (Tetris) in designing an “inter-species game”. Other previous highlights have included 2006's 'Nobel Peace Prize' challenge, won by SimCity and Spore creator Will Wright. among many others.

The official description for this year's Challenge reads as follows:

"Welcome back for another year and another Game Design Challenge, where three amazing game design greats create original concepts around a very unusual game design problem. Join us as returning champ Steve Meretzky squares off against two new challengers.

The design challenge: 'My First Time'. Our three contestants will be pitching a concept that brings together two unexplored themes for games: sex and autobiography.

Enough with sci-fi, fantasy, and the usual pulp genres - it's time for games to tackle heavier subject matter that artists in other media have been wrestling with for centuries.

At the session, each panelist presents a unique solution to this game design enigma. And the audience plays an important role as well - by voting in the winner of the Game Design Challenge 2009. Expect a free-wheeling session of brave new game design ideas, along with unpredictable debate and dialog."

More information on the lecture, and Game Developers Conference 2009 in general, is available at the official GDC website.

March 4, 2009

Interview: Neowiz On Free-To-Play, EA's Learning Pains In Korea

[One of those niche Gamasutra interviews that gets a little lost on our big sister site, Brandon Sheffield's trip to South Korea late last year yielded this fun chat with Neowiz's boss on free to play gaming and the state of the biz out there.]

Neowiz is now one of the larger Korean online game publishers, but it began as an internet services company having nothing to do with games.

Once Neowiz decided to enter the business, it did so with a bang, releasing Special Force, one of the first and most successful free-to-play titles, still in operation today.

After its initial success, the company acquired two previously indie development studios, Perfect KO developer Thingsoft, and DJ Max developer Pentavision.

Gamasutra spoke with Neowiz executive vice president (and former president of now-subsidiary Thingsoft, as well as former CEO of Nexon) Sang-Won Chung regarding the challenges of the oversaturated free to play market as it stands now in Korea.

In a particularly amusing anecdote, Chung also recalls his experiences in bringing the popular FIFA Online to Korea with Electronic Arts -- and how it turned from an EA side project into a title with real focus:

I've talked to a lot of people who left Nexon. Why did so many people leave at the same time?

SC: It's kind of in the history of Nexon. As you know, I used to be the CEO of Nexon, up until 2004. They suddenly wanted to change the direction of the company. That's when I left and founded my own company Thingsoft.

At that point there were other people that had similar sentiments, who didn't agree with the direction that the company was taking at the time, so they saw that as, "Hey, the CEO is able to make the statement," and took the opportunity to do the same thing.

You'll see with a lot of people that left, that was during that time period -- 2004 and 2005. That's when you see a lot of the smaller companies that started up, a lot of those people are the first generation of Nexon people.

I've been talking to lots of companies in Korea about how everyone feels about MMOs and the free to play market right now. It seems it's very difficult to launch new titles because people are still playing the old ones. What's your take?

SC: We've seen a bit of stagnation in the current market. It's coming to a growing pain I guess, because of precisely the reason you stated.

There's basically an oversaturation of these new games that are free to play, but people are still just playing the old games that they used to play, which they already made an investment in. Right now that is one of the major issues for game developers in Korea. The question is how to actually overcome this obstacle.

If you see a lot of the hits that are big now, they're in the spaces that people weren't thinking about before. Like the dance genre -- when Audition came out, who knew that a dancing rhythm game would have been the next hit? Or even when Kart Rider came out. Or now with FIFA.

Before that, you know, how are you supposed to make a sports game into an MMORPG? So, we're constantly looking for different niche markets now and maybe this could be the big hit.

I would submit that a lot of the games coming from Korea are actually not completely original type titles. Kart Rider is very much like Mario Kart, Audition is kind of like DDR, and FIFA, well, is FIFA. It's a sport, you can't really call it a niche necessarily. Even Dungeon & Fighter is just like the Capcom D&D game. Do you feel people are just looking for new niche markets within existing games? Or are people actually thinking of new ideas?

SC: The reason you see a lot of these games that are copies of previous games is that it's so much easier. You already have a basic idea that worked, that's proven, and companies try to convert it to the online market.

But my personal opinion is that the pool of what's worked in the past has already been picked bare now. The goal and hope is that we're going to move toward more original titles. Things that are very unique, like The Sims, or open-ended, like Fable. From a technical standpoint it's much more difficult.

The other issue is that since the model is free-to-play, the games have to be designed a certain way. There is a lot of business pressure. You have to be able to sustain it by making income from the game. Because of that, a lot of actual game design decisions are made based on that assumption, that we have to make money from this game.

If you are in the theater you must sit there two hours because you paid the money. But with TV for instance, you just watch for five minutes, then change the chanel. It's harder to get something that's truly original because we have that kind of restriction, that boundary.

You need to hook them in, you have to keep them here. So there's a formula you have to follow there. That doesn't mean that we're not trying right now. That's always the goal of designers, you wanna make something that's truly unique, that really does stand out.

Some of these games are very light on design. One of the reasons to maybe make a game in an existing model is that you don't have to do as much design work. It feels like while Japan is lacking technology, Korea is lacking designers.

SC: Probably I'd agree with you. I think we realized that we're stuck in terms of a lack of originality coming on. Again, going back, the main reason seems to be the boundary set by the type of market it is.

Do you think the Korean market will ever move away from that model, or once it's there is that it?

SC: There are already movements away from this. The saturation of these quick, easy to play, free to play -- It's like having too many channels on your digital cable, and now you have like 300 channels and you don't know what to watch anymore.

People often say that free-to-play games need to be developed as free-to-play from the very beginning. But with some of the successful ones, like Special Force, the free-to-play was added on top. How do you feel about that, the constraint on game design?

SC: There's some truth to that statement saying that free-to-play games should be designed from the beginning to be free-to-play. The reason that holds true is that, in the situation of Special Force for instance, that road from where it wasn't free-to-play and becoming successful as a free-to-play game was very long and arduous, because we didn't know what the path should have been. So there were a lot of major design changes going on at that point.

If we had started it as a free to play game, we could have solved a lot of those design challenges right from the beginning. With Special Force a lot of those things that became free-to-play are added on after.

It doesn't have the same kind of consistency due to the design of the game. It can work -- the game doesn't always need to start out free-to-play but just everything works a lot better when you have this idea right from the get-go.

How did you start working with EA? They invested first?

SC: It's kind of a humorous story. Back then a lot of Western companies were saying, "We're gonna launch in Korea." And they'll come with their packaged goods, like EverQuest. Sony comes and says, "Here's EverQuest, which one of you guy wants to publish this?" EA was the same thing. They had FIFA 2005 in packaged game form, and went around asking who wants the rights to publish it in Korea.

They went to all the different companies, who said, "We'll pay this much, we'll pay this much." And they come to Neowiz, and we said, "We don't want to publish it. We think it's gonna fail." And they say, "What?! No, no, no, all these other people offered money! Why is it gonna fail? Can you tell us why?"

That's what started the deal. They decided to work with us on it, and then we could fix all the flaws we saw. I don't really mean flaws, just things that they didn't understand about our market at that time.

When we developed FIFA Online, I don't think anyone really knew how well it was going to do on the EA side. We opened the game and they had this thing called the de-mangler. It basically lets peer-to-peer connections in EA online games connect to each other through a firewall.

They have this one main de-mangler server in the U.S. and the EA folks said, "Oh, we're gonna need to have this service in Korea too. Because people are playing from internet cafés, they have to be able to connect to each other." We made a big deal out of it and they're like, "No, no, don't worry about it, our server can handle it." We said, "Are you sure? We're gonna have a lot of people playing this." "Don't worry about it."

The week our game opened they were just like, "Oh my god, what's going on?" They thought there was a problem with the de-mangler server because that week this one program is accounting for 90% of all connections that are made -- this one game was having more connections than all the other EA games combined. They were thinking, "Oh, this must be a bug or something, what is this?"

That was in 2006. We hit 160,000 maximum concurrent users at that time. I can't speak for them, but the feeling we got from them at the beginning was that this is just a side project. Now, all of a sudden, they see a potential here.

After that, EA actually invested in Neowiz.

And then they moved EA Korea upstairs.

SC: Yeah, we were asking for that for a while. We worked with EA Korea which was purely a publishing house at that point. When we started working on more projects together -- at that point we were working with EA Canada, with a huge time difference and turnaround for email -- it was pretty stressful.

When you have a hundred thousand people and one bug is causing even just 10% of them to not be able to log in, that's still ten thousand people. You need people to fix that right away. So we said, "If you want to take this relationship further we really need to be able to work in the same time zone."

So at that point they actually set up a studio in Singapore, which we still use for FIFA right now. For the next project that we're working together on, we're actually working with EA Korea. That helped tremendously in terms of turnaround time.

Before when there was a bug, you had to send an email and they'd reply, "We don't understand exactly what's going on; can you get back to us?" It would take a while. Now we just walk upstairs.

COLUMN: 'Roboto-chan!': Virtual Ontaku

['Roboto-chan!' is a GameSetWatch-exclusive column written by Ollie Barder, which covers videogames that feature robots and the pop-cultural folklore surrounding them. This column covers the history of the cult favourite Virtual On series and why it's one of the few SEGA intellectual properties that still engenders such fan based fervour.]

shirokis_temjin_katoki.pngI first played Virtual On years ago now, originally on the Saturn port in fact. I look back at that with some disdain admittedly, as I later but quickly realised that the arcade original, with its wondrous twinstick control setup, was a far superior game. The arcade version took me a few months of practice to get into, mainly because the nearest arcade was an hour's train ride away and I was still at the tender age that meant I didn't have a driving license.

Once I'd learnt the basics I decided to create a club in a fairly central London arcade (London being in the UK, in case you're wondering). It was imaginatively titled the London Virtual On Club, or LonVOC for short.

It then appeared that my practice had been pretty thorough, as my subsequent skills were rather potent against the new club members (all of whom were keen to best me, but in the non-Xbox Live smacktalk sense). We were also later graced with the only arcade cabinet of Virtual On Oratorio Tangram (M.S.B.S. 5.2) in the UK, which was a lot of fun.

Considering the recent announcement of Oratorio Tangram coming to digital download, it seems only fair to cover a series that made me travel halfway across my native country just to plumb credits into an arcade cabinet (a cabinet I later ended up owning, as you probably know already).

Dennou Senki Virtual On (1995)

vo_omg_logo.pngThe original Virtual On had a very difficult birth, more than many probably realise. Up and till this point SEGA had used their Model 2 hardware in quite a rigid fashion in terms of gaming functionality.

The reason for this was that the bulk of the processing power was in the rendering than anything else. So whilst the games had beautifully textured polygons, they couldn't do much with them. This is why a lot of the earlier Model 2 games felt quite on-rails. So the simplicity behind Sega Rally's beautiful handling and Virtua Cop's point and shoot approach where dictated by the hardware, not design.

Cue Juro Watari and the premise of having an arena based fighting game where the player could dash at blinding speed wherever they wanted. Unsurprisingly, the early vestiges of Virtual On where almost canned but Hisao Oguchi (then a producer) joined forces to prove it could be done.

The biggest problem the team faced was that Model 2 hardware had real problems with updating the position of complex animated objects. In Virtua Fighter the movement was relatively slow and the arena quite small, so this limitation wasn't really an issue. In Virtual On, with complicated robots dashing at high speeds things got very difficult.

temjin_katoki1.pngThe initial hit was the robots themselves, it was clear even in early stages that they needed very low-polygon models for the titular Virtuaroids or VRs. The problem with mecha design at that time is that it didn't really do simple. They were complex multi-jointed machines with a huge amount of geometrical detail. So Katoki Hajime, renowned for his gritty real robot designs, was called into help. His simple and highly stylised designs helped get the game running, as well as give the title an iconic aesthetic.

The next problem was handling how to update two VRs positions on the fly. This is where things get interesting.

One of the most important aspects of the original Virtual On was down to the fixed length dashes the VRs did. Initiating a dash and then pressing one of the attack triggers would have your VR face your opponent and fire. Making sure you got the right angle on your target was also crucial. In addition, at the end of each dash the VR would freeze in position, leaving the player vulnerable. So what followed was a tactical wrong footing of each player as they tried to catch one another at the end of their dashes. This became known as thrust vectoring amongst the fans.

This core aspect of the game was another happy accident and borne from the limitations of what the Model 2 board could handle. The fixed dashes were admittedly one design solution for the technical limitations (as it only had to have the hardware calculate a start and an end point) but the dash freeze occurred down to the hardware needing time to update the position of the VR.

vo_omg_cabinet.jpgI asked Watari several years ago, how he best described the mechanics in Virtual On and his answer was that it was akin to Noh theatre being crossed with American Football; fixed rigid motions coupled with complex arena based tactics.

Not a bad analogy really.

There is one other technical aspect I haven't covered though; the twinsticks.

Why use a tank control setup for high speed vectored dash based combat? You'll only think that if you look upon Virtual On's mechanics in a visual sense. Due to limitations of the hardware, the game needed a very precise form of control input for the movement commands. If you're going to be penalised with immobility at the end of a dash you want to make sure that you wanted to dash in that direction in the first place. The twinsticks were the solution to this potential disastrous lack of precision.

The important part of the twinstick setup was at the base of each stick. However, to limit as much of an input deadzone as possible the stick was lengthened to take advantage of its leverage. So the player only needed to register a small movement with the sticks and the leverage would amplify that to the already sensitive electronics at the base. Basically, a very low-tech solution for a then cutting edge problem.

vo_omg_screenshot1.jpgThe only way to make doubly sure that your inputs made it into game as intended was manifested as a literal doubling of input; two sticks. Each stick acted as backup for the other in terms of your direction controls. Admittedly, you could pivot on the spot like a tank by pushing the sticks in opposing vertical directions but that was more of an easter egg rather than anything actually useful.

This is why playing the recent SEGA AGES port on a pad is akin to fondling a restless ferret through a wet towel and why Marz had such problems but more of that later.

Some may think that Virtual On's twinstick setup came from Cyber Sled and to an extent this is half true, as the controls were a partial inspiration. The big difference is that Cyber Sled was trying to emulate futuristic tank combat (so no fixed dashes basically) rather than anything mecha related.

Virtual On turned out to be a massive success and catapulted both Watari and Oguchi into the internal corporate limelight. The game was also ported over to the Saturn and PC but with mixed results, as mapping the hardware limitations intentionally onto other platforms proved very awkward. To the extent that the Saturn port was mechanically very different, as dash freeze was massively reduced. However, when a line of new arcade boards was announced in the form of Model 3 the Virtual On team were assembled once again.

Dennou Senki Virtual On Oratorio Tangram (1998)

voot_logo.pngThe name Oratorio Tangram, or just Oratan to the fans, was birthed as means to describe what the game was. Oratorio being a holy opera and a tangram being a Chinese puzzle based around arranging shapes, the name essentially signified that the game was meant to be a "grand remix" of sorts. It's an apt name as the changes to the game were legion.

Now with far more potent hardware, a lot of the limitations that defined the core mechanics of the first game were no longer really present. That said, some were still artificially retained as they still gave meaningful structure to the game. Specifically, the dash freeze was still about but in a vastly reduced capacity. This made the game much more reflex based than the original but the general reduction in dash speed allowed the player to keep up.

The other interesting change from the original was how a lot of the move set had become automated. Close combat in the original game was far more manual in terms of input: circle strafing in close combat was something the player could control with greater precision as to how far they moved. Oratan changed this by replacing the control with a fixed length "quick step". It made close combat more approachable but at the expense of plateauing the skill of the player.

voot_cabinet.jpgOther elements also had a functional makeover; dashing received the ability to curved and change mid-course. The latter was referred to affectionately as Watari dashing. The game even afforded aerial based dashing now.

The biggest changes were twofold; V-armor and turbo attacks. V-armor was another layer of defence that deflected shots from a certain range. Compared this to the original were you could almost dash snipe an opponent on the other side of the map. The reason behind this was to keep players from running away from another and it actually worked quite well. Turbo attacks allowed the player to use the dash button in conjunction with a weapon trigger to power up certain attacks, this added another layer to the menu of attacks available to the player and deepened the game further.

Oratan also saw four major revisions, this was down to the further fevered following the first game had generated and the tournament scene was suitably ferocious. Balancing basically became a far greater issue.

voot_screenshot2.jpgThe M.S.B.S. 5.2 was the starting version and featured the most problems both technical and functional. This was swiftly followed by 5.4, with faster quick-stepping close combat, more available energy for weapons and a slew of other balancing tweaks across the board. Some maps even received reworking.

5.45 was the Dreamcast port and turned out to be a monumental challenge for the Oratan team. A lot of hardware reliances simply didn't exist on the Dreamcast and the code base required extensive re-working, doubly so as the game had to run at 60 fps and still retain the visual accuracy from the arcade version.

Amazingly, the Dreamcast port received one of the best conversions the series has ever seen. It was practically faultless. It also featured online versus play over a 56k modem, from someone that played this originally in Japan it puts a lot of contemporary online games to shame.

The port also had a bespoke twinstick peripheral much like its Saturn cousin, which with Oratan's increased input speed was absolutely essential. This isn't to say you can't play the game on the pad but with the sticks you can control far more precisely, allowing you to do things like this.

voot_dc_sticks.jpgThe final arcade version was 5.66 and released on Naomi hardware to allow for Dreamcast VMU integration and a partial porting of some of the codebase. 5.66 turned out to be a vast change to the previous iterations, with new rendering tech and new VRs (this generated large animation/art tasks for the team not to mention the monolithic task of balancing them properly).

To think that 5.66 is basically the Dreamcast version in the arcade, would be a grievous misunderstanding. The dash speed had been increased and the game was totally balanced around the aforementioned twinsticks. So the precision and speed the player could command was far in advance of what the Dreamcast version offered.

This is why the newly announced console port of 5.66 is terrifying as there's no news of any kind of twinstick peripheral. A pad couldn't keep up on the Dreamcast version, which was a custom made port. This is specifically an arcade perfect port but without anything approaching arcade perfect controls.

It's awful to think that the finest iteration of Oratan is being released to the public but with only half the functionality available to the gaming populace.

After 5.66 graced the Japanese arcades, many of the team left SEGA and took up jobs with Squaresoft (now Square Enix). Watari and Oguchi stayed but much of the expertise was no longer present, which is where the problems started.

Dennou Senki Virtual On Force (2001)

vo_force_logo.pngNow with most of the team elsewhere, the sequel to Oratan had a tough life ahead of it. It only got worse as the new team now had to work with the notorious Hikaru board. If this had been a simple update to Virtual On, with two player versus intact, they might have had a chance of making something good. Unfortunately, the high concept from was that of four player. Now ignoring the awful functional ramifications for a moment, the technical nightmare of getting two VRs working in game was difficult enough but four?

The entire development was must have been an uphill struggle, with newer staff members desperately trying to get to grip with the code base, work with awkward hardware and deliver the impossible at the same time. All things considered, they did a pretty impressive job but unfortunately it followed hot on the heals of the near-perfect Oratan.

force_cabinet.jpgThe big problem with Force was in three major areas; the four player didn't work with Virtual On's single lock dash based combat, the game avoided any and all dash freeze to hide the limitations of the lock-on system (allowing you to dodge everything, removing any of the original core tactics that had made the games such a success) and then a hugely unbalanced card system that awarded better players with even better VRs. The sum of all this practically killed Virtual On in the Japanese arcades.

Force, in its defence, did try and utilise the four player setup as best it could though. Specifically, each team of two was split into a leader and a wingman. If the enemy team killed your leader, that resulted in a victory for them. If they killed the wingman, they lost their lock-on briefly as the leader could share some of their health to bring you back to life. This approach fostered a very cogent form of teamwork in the arcades, for the few that stuck with the game.

vo_force_screen1.jpgYet for all the teamwork, the card system nullified any real kind of fanbase. As newer players were absolutely thrashed by veterans with better VRs. The card system was from Virtua Fighter 4 and whilst that purely offered aesthetic upgrades, for obvious balancing reasons, someone decided to copy Armored Core's approach to customisation for Force, where upgrades would give functional variance. It was really very unfortunate, as the team focus was undermined by the possibility of having one veteran in a souped up VR trounce two newcomers.

Even with Force's dwindling numbers, there were a total of two revisions for the game. That said, things were only about to get much worse for the series.

Dennou Senki Virtual On Marz (2003)

vo_marz_logo.pngAfter Force tanked in the arcades, much of the new team were suitably jaded by the whole experience. So when a PlayStation 2 port was announced, many again left and others managed to work on something else. So without the core knowledge of how the arcade version worked, a new console specific team had to be assembled.

Again, the higher ups had their input stating that the reason for Force's demise was that it lacked a compelling single-player experience (overlooking the fact that it was an arcade versus series of games). The new console team took this onboard and re-worked the Force codebase into something that would feature a greater emphasis on a single-player campaign.

vo_marz_screenshot1.jpgNow before I go off on one here, there is one element I haven't covered yet about these games: between the releases of each game Watari had penned a serialised novel filling the narrative gaps. These were One Man Rescue and Fragmentary Passage. They explained a lot of the background for both Oratan and Force respectively yet there were still large mysteries unresolved. Marz was Watari's attempt to answer a lot of the narrative inconsistencies to the Japanese fan base.

Unfortunately, for everyone else, not only did we get a comedically awful localisation but the historical context didn't exist outside of Japan (as neither of the sidestories were published abroad).

vo_marz_pack.jpgThat aside, Marz wasn't shaping up to be that good. Many of the game's environments were long and winding, yet the original Force lock-on system was sadly still present. This meant you'd be locking on to an enemy kilometres away in another canyon whilst you were trying to negotiate your way through a veritable maze.

The whole game was infuriatingly like this and what with Force's ported sluggish mechanics the final game wasn't exactly great. The real nail in the coffin was down to the fact that Marz was the first console game not to receive a twinstick peripheral. Considering that Force relied so heavily on quick jump cancels, having to attempt that on a pad with woolly dual analogue controls made the game a lot harder than it needed to be.

The only way to for me to play Marz properly was to complete the game on Ultimate difficulty, which unlocked the Shirokis Temjin (the VR at the beginning of this article in case you're wondering). A wonderfully quick VR that basically made the game play like Oratan again. It also helped having a custom built pair of twinsticks.

The final level was noteworthy though as it reversed gravity, which was functionally quite interesting. If only the rest of the game had experimented with different mechanics and reduced the size of the environments, Marz may have been a bit more worthwhile.

Virtual Off?

So what happens to the series now? After the one two punch of Force and Marz, the series is still on its knees. Having Temjin et al appear in Super Robot Wars (both in Alpha 3 and now K) only confirms the fact that the series is in dire straights with its fanbase, as the cameos are a feeble attempt to generate interest again.

A digital download version of Oratan 5.66 may appear on the surface to be a beneficial thing but the lack of twinsticks only shows that this is an exercise in kudos generation rather than anything worthwhile for the series. Not to mention that playing 5.66 on pad will be pretty heartbreaking, as you just won't be able to control the game properly.

Of all the mecha games I love, Virtual On is and always will be my favourite. Instead of approaching mecha as something literal, the team approached how the combat would work instead; basically what the mecha do rather than what they are. That insight is probably the most inspiring aspect of the original games. I just hope one day that insight will re-surface.

[Ollie Barder, formerly a freelance journalist, is now a senior games designer at doublesix. He also spends a sizeable amount of time playing robot games and dusting an ever growing collection of Japanese diecast robot toys.]

GameSetLinks: The Creativity Arcade

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Not giving up with the link goodness, and this set of RSS goodness starts out with Subatomic Brainfreeze's look at the AOU arcade show in Japan, for which there is, amazingly, a number of fresh arcade machines in circulation... and - wait, the Elevator Action gun game has an actual door built into it?

Apart from that insanity, there's a note on the Creativity 50 featuring notable game designers, Steve Purcell art which just cannot be ignored, some classic Spectrum game screenshots (mm, style), and plenty more.

Sweat the small stuff:

Subatomic Brainfreeze: AOU 2009: JAPAN HAS ARCADE GAMES AND YOU DON'T
Ah, a roundup of the new Japanese arcade show, niche goodness.

The Issue | Creativity Online
The 2009 Creativity 50 (the detailed entries are locked, unfortunately) include Media Molecule guys, Jason Rohrer, Jon Blow - very neat indeed.

SPUDVISION: Steam Mecha Max
Wow, Steve Purcellgasm: 'The top of the head would pop off revealing the little Captain Nemoesque Sam & Max pilots sporting goggles, top hats and ascots.'

T=Machine » Leaving the IGDA(3) - Holding a mirror to the games industry
Adam Martin gets difficult with something that isn't GDC, for a change: 'The massive problems that the IGDA has are the same as some of the problems that pervade the industry. The issues that some commentators (and the IGDA Board!) even now fail to appreciate or understand are the same issues that face studios across the world.'

IGN: IGN Editorial: Moving Games Forward
Interesting and progressive piece: 'Abstract gaming – that is, gaming that takes an alternate stance on how we experience a game – is relatively underappreciated in the retail sector, too.'

Gnome's Lair: Spectrum of Beauty (a tiny digital exhibition)
Oh, man, I forgot about Mugsy, I used to play that game in 1984.

March 3, 2009

Analysis: Tabula Rasa's Final Moments - A Firsthand Account

[What's it like inside the end of a game world? Gamasutra's Chris Remo visits NCsoft's Tabula Rasa in its final days, joining the community that turned out in throngs for a surprisingly kooky farewell party.]

Last Friday, I visited a doomed world for the first time.

That day, publisher NCsoft had announced that, as a parting gift to the remaining fans of Destination Games' sci-fi MMO Tabula Rasa, there would be a final, decisive conflict between the game's human players and their alien invaders.

Tabula Rasa, initially spearheaded by Ultima creator Richard Garriott, had been open to the public for 16 months, and during that time it failed to generated its intended success for NCsoft. But it did have a dedicated community that turned out in throngs to see it off.

The day before the shutdown, I created a new account -- by that point NCsoft had made the client and subscription free -- and entered the online world of Tabula Rasa for the first time.

Upon spawning, I amused myself with amiable introductory banter in the main chat channel, remarking on how I had just registered the game, looking for a new MMO experience, and how I expected Tabula Rasa to be a nice change of pace from the fantasy norm.

"Welcome Thuhmb! You have 24 hours to get your fill," replied player Glass.

"Bit too late. It's shutting down tomorrow," added Raqshiem.

"Like, for maintenance?" I asked.

"Thuhmb, tomorrow the game is dead, forever," Linwelin explained.

"***," I exclaimed, my profane abbreviation softened by the chat filter. I tried again, adding spaces to circumvent the system. "w t f," I repeated, then: ":("

"We should make an online petition," I suggested, to unenthusiastic response.

Some players chided me for not knowing about a deadline that had been announced months prior. A larger proportion was sympathetic. Mainly, I was struck by the reasonable, grammatical, and -- if I can make an inference from online text chatter -- resigned tone of the responses, enough so that I felt slightly guilty about perpetrating my slightly immature ruse.

It was also immediately apparent that, despite my textual shenanigans, pretty much everything in the world of Tabula Rasa was carrying on as it presumably would any other day. Players were looking for adventuring groups, trading items, discussing skills and equipment. The oblivious NPCs handed out quests and rewards, and my class trainer helped me chart out my competencies for dozens of levels to come.

All that virtual normalcy made me all the more out of place carrying on with some stupid social pantomime for my own amusement, so I got down to the business of actually playing Tabula Rasa, and worked myself up to level eight before I called it a day.

(I admit, every once in a while, when the names scrolling through the chat window seemed to have cycled to a new group, I'd pull the, "Hey guys, still pretty new but this game seems rad!" gag.)

It Was A Good Day To Die

The next day, things were quite different.

When I first logged in, the promised apocalyptic events had yet to begin and the game world itself was functioning as normal -- but this time, the human players weren't mirroring the resolute, unshakeable dedication to the job exhibited by the tireless NPCs.

Some players tried to predict what exactly would happen when the event began, and where it might be focused. Some seemed to want closure, frantically attempting to obtain the final pieces of certain equipment sets or to finish uncovering all areas of the world.

Some thanked the developers for their continued support of the game until the final days; others cursed NCsoft for a perceived botched publishing job; many did both. A few stayed in character, attempting to rise to the occasion. "Men and women of the AFS, it has been an honor serving with you," offered Nebalain.

By the afternoon, the West Coast server Hydra was the last server standing. As more and more of its citizenry logged on for the last hurrah, and foreign players from dead servers poured in to squeeze a few more hours out of the game, it became increasingly congested, buggy, and lag-ridden.

The intended scenario was indeed playing out not just in the game and the fiction but as a metagame: the active duty population swelled as humanity prepared to make its final stand, while the very world itself strained under the considerable weight and struggled to keep itself together.

By the time the event truly began, the server was already heavily taxed. The influx of armies of giant alien creatures wreaked havoc on framerates and client stability. Each of the monstrous Neph invaders was controlled by Tabula Rasa GMs, who -- with the combined advantage of immensely powerful avatars and a player base largely crippled by lag -- had little problem stomping all over the defenders, in many areas pushing the humans all the way back to the hospitals where players recover after dying.

It is probably safe to say that, despite decades of ever more spectacular Hollywood visions of extra-terrestial domination, humanity in its worst nightmares never imagined it would have to contend with spawn-camping aliens.

Angry outbursts about the completely pervasive lag filled the chat window. Though Tabula Rasa was widely agreed to have improved considerably since its launch, old frustrations about an underwhelming debut bubbled to the surface. "The game will end the way it started," griped Protagonist. "Broken. Laggy. Not fun. The only difference will be no Garriott."

Eventually, the players -- or enough of them -- started to get a handle on the situation, even taking back a number of control points. GMs started to hand out instant upgrades to the maximum level of 50 to players who requested them. Players were able to move and fight. The world started to feel more solid again.

The Final Countdown

Then, hundreds of players all over the world began being involuntarily teleported to an extraction location connected to the "Last Stand" area on Earth -- a small string of camps in Manhattan serving as the final holdout against the invasion. Everything ground to a halt for what seemed like ages as more and more players were all crowded into one room, unable to perform any actions other than to ineffectually rage in chat.

"There's over 9,000 people in here," joked Killerton, setting off a meme explosion with his reference to a popular internet catchphrase.

At a certain point, the development team was able to split Earth into a number of instances, distributing out the massive crowd and largely eliminating lag issues for the remainder of the event.

From that point forward, the tone was almost entirely good-natured, as the impending doom became more tangible and there was little else to try and practically achieve. Players began spontaneously shouting nonsense and in-jokes in chat, and heartfelt appreciation for the GMs and developers surfaced.

"I finally did get to see Earth," admitted Herakles. "Even with the lag, this was a good way to end the game."

Steelmercy agreed: "As crazy as this has been, I think tonight went well overall."

"I'd like to offer my thanks to the devs and GMs too," said Daemoniac. "I've been playing since Beta, and I will miss it. Thanks for a great game."

The GMs reciprocated with server-wide missives: "ADMIN MESSAGE: As the clock ticks down, we'd like to take one last moment to thank everyone for playing. It's been a fantastic ride, and we're happy you stuck with us for the last year."

That triggered a coordinated effort to try to engage in an actual dialogue with the people behind the ADMIN MESSAGE curtain. Ericbouchard began repeatedly yelling, "IT'S MY BIRTHDAY TODAY," which eventually prompted, "ADMIN MESSAGE: HAPPY FUCKING BIRTHDAY," much to the extreme, raucous delight of those assembled. (In a minor historical footnote, that might have represented the first and only time that true uncensored profanity had ever appeared in the world of Tabula Rasa.)

Similar back-and-forth exchanges followed, with the GMs even breaking out that most classic of old internet chestnuts. "ADMIN MESSAGE: ALL YOUR BASE ARE BELONG TO US," declared the server, followed a few moments later by, "ADMIN MESSAGE: ALL YOUR BASE," presumably to make clear the quantity of base in question.

Soon after, the final countdown began, ticking down from ten to zero in 45 seconds and capped off with, "Good night, and good luck!" Then, a freeze frame, a dialogue box reading, "You have been disconnected from the server," and an unceremonious dump back to the title screen.

And, like that, a world ended.

[For tangible, if less evocative evidence, video services like YouTube are also hosting visuals of the final moments of Tabula Rasa contributed by players.]

Best of FingerGaming: From Cooking Mama to Zen Bound

[Every week, we sum up sister iPhone site FingerGaming's top news and reviews for Apple's nascent -- and increasingly exciting -- portable games platform, as written by guest editors Danny Cowan and Mathew Kumar.]

This week's notable items in the iPhone gaming space, as covered by FingerGaming, include Taito's port of Cooking Mama, the debut of Secret Exit's Zen Bound, and a look at the upcoming horror-themed interactive movie Hysteria Project.

Here are the top stories:

- Top Free Game App Downloads for the Week
"Skyworks' skeeball sim Arcade Bowling is the only title to make an appearance on both the free and paid charts this week. Pole Position: Remix and Vault Breaker also make impressive showings, while former chart leader Super Monkey Ball Lite drops to tenth place."

- Taito Ports Cooking Mama to iPhone
"After making its iPhone debut only a few days ago with the release of Space Invaders, Taito forges onward with its second release for the platform: a port of the Nintendo DS and Wii cooking sim Cooking Mama."

- Zen Bound Now Available in App Store
"Described as more of a 'tactile experience' than a traditional goal-oriented video game, Zen Bound challenges players to wrap rope around sculpted objects throughout its 51 included levels."

- Winners Announced at International Mobile Gaming Awards 2009
"Real Arcade's iPhone app Tiki Towers earned this year's Best Casual Game award. Firemint's Real Racing won the Excellence in Creativity award, as the multiplayer GPS-based title Fast Foot Challenge from Urban Team in Germany took the prize for Best Real World Game."

- Review: Magnetic Joe
"Magnetic Joe makes a near-flawless transition from mobile phone platforms to the iPhone, thanks to its simple control setup. Gameplay involves only one possible input from the player, and as a result, hardware-related control mishaps are nonexistent."

- Hysteria Project Brings Interactive Movie Action to iPhone
"Hysteria Project's full-motion video-driven gameplay uses a mixture of quick-time events and 'choose your own adventure'-styled story branching to create an interactive movie experience."

- Top-Selling Paid Game Apps for the Week
"A positive critical reception and a low initial price point helped to boost the recently released iDracula to today's top App Store sales spot. Last week's chart winner Blocked falls to second place, as the price-dropped Flick Fishing comes in at third."

Column: 'Diamond in the Rough': The Next Big Thing: Video Game Character Diaries

a_med_tlj12b.jpg['Diamond In The Rough' is a regularly scheduled GameSetWatch-exclusive column by Tom Cross focusing on aspects of games that stand out, for reasons good and bad. This week, Tom examines how The Longest Journey and The Witcher create more interesting, fully realized protagonists through the use of diaries.]

To most people a “journal” is a pretty simple thing. It’s a bit like a diary, but it can range from anything to a travelogue to a collection of rambling thoughts. To people who play video games, a journal is always one thing: it’s where your quests are written down, and if you’re playing an ambitious game, it’s where you can make your own notes concerning your adventures.

This “Journal” is especially endemic to RPG’s, where it allows harried players to keep track of who they’ve accepted quests from, how many rats they’ve killed, and what kind of loot or experience they can expect as a reward. Even when games like Baldur’s Gate II feature slightly more involved quest and journal entries (that are written in the first person, perhaps), they’re still just elaborate explanations of plot points or quests.

As a result, it’s interesting to see games that treat these “journal entries” a bit like you or I might think of such things: as a places to record how your avatar feels about the things that have taken place in game. This really only works for games that feature protagonists with strong convictions or very thoroughly constructed personalities. Otherwise, who really cares what they think about the events transpiring around them?

alchemy1.jpgWitching Toward Your Past

The Witcher might not seem like the best place to employ such a journal. After all, the writing on display in The Witcher might be pretty good, but the Witcher (or rather, the actor tasked with voicing him) never quite sells his character. He sounds bored, or tired, and definitely not the kind of person who’d care about his travels enough to record them. Luckily for us, Geralt is written as a multi-faceted character, one who rediscovers “who he is” by making important decisions and judgments during the game.

Geralt, having lost his memory, comes to the world with his Witcher’s skills, his body, and his friends’ memory of his former self. Thus, he gets to carry out the RPG’s hero’s perpetual task, that of defining who he is. This translates into two kinds of decisions: choosing to help or hurt various factions, or discussing politics, ethics and philosophy with friends and enemies.

The second is by far the more interesting method of self-discovery (although Geralt’s momentous, life-and-death decisions do change the course of the game’s narrative, and the lives of the people in it), as Geralt subtly defines his views on human and nonhuman racism, parenting, relationships and romance, fate, and other interesting topics. Thus, when the dark, ghostly Wild Hunt asks Geralt whether he believes in fate or not, your answer will be logged in your journal.

Geralt’s journal is much like any other RPG character’s journal, albeit told in the first person. Geralt keeps track of his various bounty hunting tasks, his quest to find a fellow Witcher’s killers, and all information relating to these activities (along with a few sidequests). What Geralt also does within these summations is offer up his judgment on the results of his and others’ actions.

When Geralt tells his old friend that he doesn’t believe in something (equal rights for elves and dwarves, say), Geralt will record in his journal that he “now realizes he never liked non-humans” or something to the effect.

This response can be expected whenever Geralt does something that he believes reflects on something integral to his makeup as a Witcher and nonhuman, or as a hunter, or any other number of roles he plays. We’ve all seen characters define themselves after a bout of convenient RPG amnesia, but seldom is the time when we watch them assess these new revelations and changes, and self-consciously record them.

image3.jpg A Bad Week Makes for a Great Diary

Luckily for Geralt, he’s not alone in obsessively recording his changes in fate and temperament. The heroines of Ragnar Tørnquist’s The Longest Journey series’ also suffer from this illuminating ailment. In the original game, TLJ, our hero April Ryan is forced to save two worlds from destruction, while attempting to keep her sanity and her life from harm. She enjoys the company of several friendly, amusing cohorts (most noticeably the foul-mouthed Crow), but her most informative and verbose companion is her diary.

Here, April will keep up a running commentary on the misfortunes and successes that she experiences on the road to saving the Balance, and the worlds of magic and technology. It’s always seemed a bit odd to me that the heroes of various games, movies, and books don’t complain more about their sudden status as world-savers or scions of good and evil or whatever they’ve become.

April Ryan’s life hasn’t exactly been a cakewalk. She ran away from home, from an abusive father, a mother who she felt never helped her enough, and a poisonous creative and emotional atmosphere. Even in what she’d hoped would be a heaven away from home, her life is still rocky.

She makes next to no money at her café job, her career as an art student is stagnating, and while she’s made some great friends, she has also encountered some true assholes bastards. I use those words because April uses them with such fluency. This isn’t the kind of swearing you’ll find in F.E.A.R., Gears of War and other “mature” “intense” games. April swears like an adult expressing intensely felt emotions and opinions. She does this in her thoughts and out loud, and amongst her diary entries.

The Longest Journey is by no means a game with weak or infrequent dialogue. On the contrary, characters can be overly helpful when it comes to explanations, and April’s bickering and arguing with various relatively unimportant characters can last for minutes.

Most of it is very well written, and most of it is convincingly acted. I liked the conversations April has with her friends and enemies, I thought they were realistic, intelligent, and paint a picture of a smart, less than confident woman who has a unique perspective on the strange and mundane occurrences in her life.

image1.jpg All of the Different Aprils

I want to emphasize then, the regard with which I hold the diary entries. Every time a major event occurs in game (or sometimes when April just feels like venting about something), you can visit the journal to find April’s take on it. Here, April were second guess herself, posit answers to long running quandaries and worries, and carefully examine various characters and plot developments.

Even before I read these entries, they intrigued me. After all, a person may react in a certain way to the death of a recently discovered friend and ally, but how does that same person write (and feel) about the same event long after the fact.

April’s immediate reactions to her predicaments are always believable and heartfelt, but it’s even more interesting and worthwhile an experience when you compare these sudden, in the moment reactions with her slightly calmer, more thought out reactions as seen on paper.

This diary allows for a kind of introspection and rumination normally reserved for us gamers, not the avatars we control. Now, when we’re wondering just who Cortez is, how the world of Stark (our mechanical, scientific world) could possibly have been sundered from its magical twin, and how April could possibly enjoy the company of the abrasive Crow, we have a subtle, guiding force in April’s diary.

It’s in the diary that we discover that April doesn’t really think that Cortez and his brother are dead, and that we encounter important, emotionally charged remembrances of her life with her family. Every single journal entry provides another, slightly skewed vision of the game. Without these observations, April and her world would be less tangible, less fleshed out.

image.jpg Who Wants to Write Their Thoughts Down?

This isn’t exactly a mechanic that can thrive in any setting. Nobody wants to hear Duke Nukem’s take on strippers and Las Vegas. But what if other, less understood and more underwritten characters were given a secret, internal voice? I can’t be the only one who thinks that certain characters could stand to benefit from April’s diary treatment.

What would the Master Chief have to say, if he thought that no one could hear his amusingly stoic thoughts? For that matter, what would my beloved Nathan Drake have to say for himself, steeped in quirk and irony as he already is?

There is no question in my mind that a certain kind of self-awareness only makes video game characters more interesting. It’s not like we don’t all already enjoy these kinds of narratives. Survival horror games have long traded in the diaries of ill-fated scientists and soldiers. Why do we only see the writings of these bit players? The Master Chief’s Log, supplemental, if you please.

[Tom Cross also writes for Gamers' Temple and blogs about video games at shouldntbegaming.wordpress.com. You can contact him at romain47 at gmail dot com.]

GameSetLinks: Lies, Sweet Video Game Lies

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Time for a few more GameSetLinks, then, and we start out with GSW columnist Gregory Weir's setting up of the 'Video Game Lies Database', an absolutely great idea, given the amount of fascinating falsehoods traded in the pre-Internet schoolyard - or even now!

Also in here - an analysis of the beauty of Atari 2600 game covers, plus claims of 1998 as the best year in game ever, Street Fighter IV costumes, analyzing a Flash RTS of note, Nintendo getting badass, and more.

Deceptively tricky:

Ludus Novus » Blog Archive » The Video Game Lies Database
'The video game liar seems to be a universal experience of people who grew up around video games, and I’d like it if we could better document our experiences with it.'

GAMBIT: Updates: My Minions and I
Discussing that interesting new Flash-based title, 'Minions', which 'puts a new twist on the micro-RTS.'

brilli.am/writes » Blog Archive » The Stunning Art & Design of the Atari 2600
'I’ve been looking at 2600 games recently, and there’s a real magic to the package design back then.'

Costume GET!: Street Fighter IV ladies costume video
A bit too much thong, but interesting to see all variant costumes.

1998 was the Best Year in the History of Gaming « Double Buffered
'When it comes to figuring out the best/most important year in the history of video gaming, I can make a definitive judgment: 1998.' Yes, there's a list of games.

1UP's Retro Gaming Blog : Heart on Fire: Key Moments in the 16-Bit Era - #07
'Nintendo developed a much more focused ad campaign that seemed to treat every one of their games as badass, no matter how cute it looked... Yes, this was "Play it Loud." The TV commercial that set it all off aired towards the summer of 1994:.'

March 2, 2009

GameSetInterview: Unraveling The Mysteries Of Bot Colony

[Continuing a series of GameSetWatch-first interviews from Todd Ciolek with intriguing or offbeat developers, here's a Montreal developer trying to make natural language-parsing AI the core part of their upcoming game, Bot Colony.]

There’s never a lack of news about the way games look, sound, and play, but it’s rare to hear of a developer focusing on a game’s ability to talk with you.

That’s exactly what the Montreal-based developer North Side Inc. has been doing for the last five years, and the fruits of those labors are apparent in Bot Colony, a sandbox-style adventure game set on a tropical island full of robots, all of them capable of conversing with players on a ground-breaking level.

There’s a mystery and a tale of industrial espionage to be unraveled on Bot Colony’s island stage, but the game’s true attractions are the many different robots who guide the player. In contrast to the typical adventure game’s lump of pre-recorded dialogue, the Bot Colony automatons get their voices from a complex AI program that actively parses the player’s questions, whether those questions are spoken or text-based.

North Side plans to roll out a prototype version of Bot Colony at the Game Developers’ Conference in March, and we caught up with North Side owner Eugene Joseph to hear about just how Bot Colony might change the way we understand games and the way they understand us:

GameSetWatch: How did Bot Colony first take shape? What made you want to develop a game with such a focus on conversations and voice recognition?

Eugene Joseph: I wanted to develop a game that weaves certain elements to tell a good story: a link to history (the roots are in WWII), contemporary issues (trade wars, exploitation of workers in SEA), robot cognition, planetary exploration, and of course, espionage.

Eventually, I reached the conclusion that the best way to put together the game and get a feel for it and for its atmosphere would be to write a book. I’m still refining some details in Bot Colony (the book), but most of it is already written.

What sort of mystery is presented to the player on the island of robots?

Initially, the player is recruited by Nakagawa Corp. to help it locate some advanced sensors that have disappeared. When the player gets to the island, the mission is changed: the highest priority becomes finding an industrial spy who’s infiltrated Bot Colony. As the mission advances, a robot disappears and the plot thickens.

What was it like developing the natural language-parsing AI for the game over the last 5 years? What was the hardest part of refining it?

Precise parsing and disambiguation are huge hurdles when you do NLP. Reasoning in real-time is another big problem. Finally, dialogue management and understanding the intent of the player (speaker) is a monumental challenge.

When it comes to the player's input, how complex a sentence can the game's robots understand?

We'd have to define complexity first. A first-cut definition could be the number of different words, their frequency in a corpus, but especially the way that they combine.

When we say Bot Colony will feature unrestricted natural language understanding, we mean it. There are no limits on the words that you can use, and as long as your English is correct, we should be able to deal with it (but that's already asking a lot!). However, remember there will always be pathological sentences. The classical example in NLP papers is "She saw the man with the telescope."

While this is not a complex sentence, the sentence is a good example of what's called the PP-attachment problem. PP-attachment means prepositional phrase attachment. In principle, "with the telescope" can attach either to the verb "see," meaning she used a telescope to see the man, or to "the man," meaning the man was carrying a telescope. The fact is that both interpretations are possible, and there's not very much someone can do about it. There are other cases of PP-attachment where it is possible to break the tie.

You can also build some very complex sentences, with many subordinate clauses, in the style "She was chasing the man who was chasing the dog who was chasing the cat who was chasing the mouse who was chasing the cheese" and so on. But I think that we can deal with them. We can also deal with idiomatic English. So no, there shouldn't be many restrictions from that point of view.

The tough problem is acquiring World Knowledge. Computers need a lot of common sense knowledge to understand language. We take for granted the following: If you lose an item, you can't use it; When you arrive at a place, you're there; When you leave a place, you're no longer there; If you never learnt a language, you can't speak it (or if you never learnt how to play an instrument, you can't play it); You can't run if you're dead; Water freezes; Ice cream is softer (whatever that means) than stone; The sun rises every day; If you make a hole through the wall, you can see through it; and a million (literally) other things of this nature. Basically, a machine knows nothing.

To summarize, sentence complexity (ie, the lexicon used, and the syntax) can be challenging, but it can be dealt with, at various levels of precision. I don't want to trivialize this, since building good parsers is a huge problem.

However, acquiring all the world knowledge required to understand a sentence is the bigger problem. We humans come to this world with perception (we see, hear, touch, smell, taste), but a computer “comes to the world” with nothing. Only a big empty memory and an ability to process information fast. How can a computer learn the things we learn through our senses?

To follow up an earlier question, how did you handle the real-time reasoning that the robots use to understand the player? Is it simply a matter of programming the game to recognize and distinguish every possible use and combination of words?

No. That would be impossible. There are some 200,000 meanings in English, when you consider single words and phrases. Sentences can have practically unlimited length.

While not all the permutations have a valid syntax, there can be a lot of them. Imagine sorting all the sentences of all the publications EVER published (all the books ever published, all the newspapers ever published, magazines, movie and radio show dialogue/monologue, recorded conversations) by length. This would be a small subset of what could exist. You try to do the math.

Can you give a brief example of what a typical conversation with a Bot Colony robot might entail? For instance, how would one of the robots parse a question like "Can you take me someplace where I can get a taxi so I can go to a hotel and eat?"

Sure. The robot will hand you a device that looks like an iPhone and say: “Here is a PDA. On the PDA, there is a map of the island. You click the place where you want to go on the map. A hovercraft will show up. You board the hovercraft. The hovercraft will fly to the place that bears a name identical to the one that was displayed on the map [a long way of saying 'on which you have clicked']. The hovercraft will land in that place. The canopy will open. You get off the hovercraft and you are in that place."

In particular, you can click on Old Nakagawa, where there is a restaurant.

How would you compare Bot Colony's underlying gameplay to an older, dialogue-driven adventure game such as The Last Express?

I’m still trying to get The Last Express on eBay, to play it and understand how they handled dialogue. I would guess it is some form of dialogue trees, where the player has to make a choice. I don’t believe they had natural language understanding.

Natural language understanding coupled with truly interactive reasoning and generation has not yet been deployed in videogames in a significant way. In this respect, Bot Colony will define an important technological milestone. However, natural language interfaces (without reasoning and interactive generation) were deployed before. Douglas Adams’ Starship Titanic is perhaps the first game where the player chats with the game’s characters (also robots).

However, the level of "understanding" of the Spookitalk engine powering the game is very different from what we target in this proposal. To quote Wikipedia, “Spookitalk had the ability to converse with the player in an almost lifelike manner, partially because it incorporated over 10,000 different phrases, pre-recorded by a group of talented voice actors. The recorded phrases would take over 14 hours to play back-to-back.”

In our game, the response will not be pre-recorded, but rather a result of a parsing, reasoning on a fact base, and generation (which means turning a logic formula back into English).

What's the single most demanding step in the game's language processing, in terms of how much power it needs from the game's processors and servers?

It depends how you define processing. We do dialog, so it's the full pipeline, from parsing, to reasoning to dialogue management and generation. In dialog management, we can ask for clarifications, or simply say "Did you mean X?". Parsing and reasoning are the most demanding.

How will the Bot Colony robots be able to learn information the player tells them? Will they just repeat things they've been told, or will they process the information and react to it in new ways?

It's definitely the latter. Any AI systems works with rules. So if, for example, a robot knows that a person needs to eat in order to survive, and we give it the fact "Todd is a person" and then ask "Why does Todd eat?", we'll get "Todd eats in order to survive." We'll also know that Todd sleeps, needs to protect himself from the elements, and so on.

How does the game avoid repetition? Will it give different answers if the player asks the same question over and over?

If the player asks the same question, a robot will politely point out that he’s already answered it. He may offer to word the answer differently, in case the player didn’t understand it the first time around…

How many different robots will be in the game? Will each one have a unique personality or a different system for recognizing speech?

There are many kinds of robots. Kiosk robots that welcome you at the airport or at the hotel, android robots that work in the restaurant or in the bar and serve you food or drink, manufacturing robots, diving robots, Mech-soldiers, mining robots, personal trainer robots, horti-robots, camera-bots, and so on.

Personality is a huge area. While it’s easier to change the appearance or even the voice of a robot, the more subtle aspects like way of speaking, vocabulary, body language are much more difficult, and we’ll be working on them in the years to come.

What were the visual inspirations behind Bot Colony's robots? Are you leaning more toward human-like androids or a mixture of various machines, like Star Wars droids?

The rule is that robot design is dictated by robot function. Robots that interface with people are androids, so that people would be more at ease. Robots that work in mines, oil rigs, manufacturing, defense or agriculture have a different shape.

Are there any human characters in the game, or is the cast all robots? Did you decide to make them robots for any specific reason?

There is an elusive spy, and the player is trying to catch him. However, the player will interface only with robots. Yes, there is a very specific reason for having the player only interface with robots – and that’s suspension of disbelief. While it’s OK for a robot not to understand what the player is saying, this is not acceptable coming from a human. Getting through to a robot is part of the fun in playing Bot Colony.

The game will allow both voice-based and text-based interfaces, correct? If so, is the text-based interface more elaborate than the voice-based one?

Elaborate for who? Maybe for the player. First of all, speech-based or typing-based both produce the same thing, meaning ASCII text. For us, a typing interface will of course be easier, since there are no “Ahs, “Ohs,” and fewer expletives, redundant words ("like" inserted everywhere), and so on. Also, when the player speaks, we have to insert punctuation (she or he won't say '"question mark" at the end of a sentence, which would actually be really convenient for us).

Is Bot Colony designed to give the player a "Game Over" at any point, or is it like an adventure game where players are stymied only when they can't figure out how to solve a puzzle?

In Bot Colony, the clock keeps running and time advances (so from that point of view, it is similar to The Last Express that you mentioned). If the player keeps exploring the island and chatting with robots (who will be delighted to oblige), and does nothing proactive to accomplish the mission, I guess the spy will eventually succeed in destroying the island, or the player will eventually get fired by Nakagawa Corp.

The player's score will, of course, go up based on levels successfully played. However, in Bot Colony there is another very important metric: successful verbal exchanges with robots, and their difficulty. If a player manages to get a robot to comprehend something new, she or he gets rewarded.

How long do you estimate the final game to be in terms of the player solving the mystery? Since it's a "sandbox" game, how many different environments will the game's island include?

Gameplay could last several hours. There’s a lot of fun to be had just chatting with the robots of Bot Colony. In the released version, there should be more than 20 playable levels.

How many players will the final game be able to support simultaneously?

This is an issue of economics. Bot Colony (actually, understanding language in real-time) requires huge computing resources. We’re talking about several quad-core processors and many Gigabytes of memory to support a few hundred players.

You mentioned that you'll be working on the game "in the years to come." Any idea on when a retail version might be ready, or does that depend on what happens in the beta-testing phase?

Bot Colony will be released in stages. There will never be a "perfect" Bot Colony, since there is no end to the sophistication that can be achieved in a conversation. We hope to start a restricted beta in the summer, and perhaps release an initial version by December 2009.

2009 Independent Games Festival Opens Audience Award

[Everyone loves popularity contests -- and the Independent Games Festival is no exception, of course, which is why it's time for the IGF Audience Awards again -- including a couple of finalist demos you won't have seen before.]

Organizers of the 2009 Independent Games Festival (IGF) have launched the IGF Audience Award voting website, allowing game fans everywhere to download, play, and choose a favorite all of the eligible Main Competition finalist indie games which submitted a publicly playable demo.

Online voting is open now and continues through Friday, March 20th, with the award given out at the IGF Awards taking place alongside the Game Developers Choice Awards at the 2009 Game Developers Conference on March 25th.

The games with eligible demos or full versions on PC, XBLA, XNA Community Games or PSN are: Retro/Grade, Dyson, Brainpipe, The Maw, IncrediBots, Osmos, Musaic Box, Cortex Command, CarneyVale Showtime, Coil, The Graveyard, PixelJunk Eden, Mightier, You Have To Burn The Rope, and Between.

The winner of the Audience Award will be awarded a $2,500 prize, part of the $50,000 total in prizes being given as part of the IGF Main and Student Competitions.

Downloads and web-playable versions of eligible Audience Award games -- or information about how to access them -- are available at the official IGF Audience Award website; the full list of IGF finalists is available at the Independent Games Festival website.

In addition to those available to play via digital download, all finalist games will be playable at the IGF Pavilion, March 25-27, on the Game Developers Conference (GDC) Expo floor.

Finalists were chosen from a record 226 entries and represent the growth of the independent games movement with innovative games of excellent quality, across various platforms. GDC, Think Services' annual conference dedicated to the art, science and business of games, takes place March 23-27, 2009 at the Moscone Convention Center in San Francisco.

The IGF was established in 1998 by the CMP Game Group (now Think Services) to encourage innovation in game development and to recognize the best independent game developers, in the way that the Sundance Film Festival honors the independent film community.

Mountain Dew's Green Label Gaming is the 2009 Platinum Sponsor, alongside Microsoft’s XNA division and Sony as the Gold and Silver Sponsors respectively, and DigiPen Institute Of Technology as the Platinum Student Showcase Sponsor.

For more information on the Independent Games Festival and to register for GDC, please visit the IGF website and the the 2009 Game Developers Conference website respectively.

GameSetLinks: Cooking Contests & Three Dee Goodness

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Time to boot up this week's GameSetLinks, then, with a cornucopia of RSS links revealing some hidden secrets of game development - starting out with Stormfront veteran Don Daglow talking about cooking shows and how they pertain to game development.

Also in here - a discussion of 3D viewing technology that seems somewhat pertinent to gaming, plus an analysis of Flower, Brett Douville on getting into the game industry, and plenty more besides.

The beehive cluster:

Don Daglow's Blog: What I Learned from A Cooking Contest
Re: 'Chopped' on the Food Network: 'What's the big lesson I've taken from watching the show? Most weeks the chefs get in trouble the same ways that ambitious game design teams get in trouble.'

Brett's Footnotes¹: Getting In
Good point about getting into the industry: 'I've been successful not because of my big ideas of things I'd like to do down the road but because I've worked hard to make the projects I was part of a success by focusing on what needed to be done now.'

Free Pixel » Trendy dollars
'It is not a completely new phenomenon: the way that TV commercials pick up game “looks” to sell stuff... However, it is intriguing to see how games are continuously re-staged in some rather shiny looking movies.'

auntie pixelante › you have to keep the rope from burning
That game seems to want to make everyone riff off it: 'This will be decided the traditional way: you and your rival joined by rope above the chasm. whoever touches flame will lose this contest, but if the rope catches fire you both will burn.'

The 3-D Onslaught | Cartoon Brew: Leading the Animation Conversation
Interesting given games' interest in 3D, too (Blitz just demo-ed us their rather impressive tech): 'It’s too early to tell where 3-D will go, but every sign so far points to it being a corporate-induced fad just as it was in the 1950s. Having said that, I’m still fascinated by Hollywood’s shift to 3-D techology, particularly because animation now represents the second biggest category of 3-D releases, following documentary films.'

collision detection: Is Flower the first game about global warming? My latest Wired gaming column
'What particularly interested me was how straightforwardly Chen’s imagery in the game was rooted in super-ancient Western mythologies about a dry, broken land healed by a heroic quest.'

March 1, 2009

The 20 Game Writers: The Audience Response

[There was a lot of interesting discussion after big sister site Gamasutra's recent feature on video game writers - including comments by some prominent writers, so thought it was worth reprinting here on GameSetWatch.]

We now follow up on our recent 'Top 20 Writers' feature, which profiled a score of some of the most notable writers working in the game industry, with a look at reader responses.

Many industry notables joined the comments to congratulate the winners, which were picked from writers who have active, discussed projects in the past few months.

Along the way, these commenters took the opportunity to mention favorite colleagues who they would've liked to have seen included, as follows:

Who We Missed

Firstly, Michael Kelly noted a Scandinavian creator not included on the list, commenting:

"I was always a fan of Ragnar Tornquist's work. The Longest Journey, Dreamfall, etc. Really vivid worlds and incredibly sympathetic characters. A fantastic storyteller all around."

BioShock and Gears of War writer Susan O'Connor, herself profiled in the feature, said she was a fan of many of the list's writers, but had another mention to offer:

"In addition, I'd like to nominate Rhianna Pratchett... she's doing fantastic work and IMO deserves the recognition."

In thanking O'Connor for her mention, Pratchett, writer of Mirror's Edge, Heavenly Sword and Overlord, offered a few recommendations we overlooked:

"I'd like to second Ragnar, as well, and also draw attention to the fact that the list is very short on Europeans. Okay, Houser is a Brit (and great) but has lived in the US for over a decade.

There's a lot of strong writing talent this side of the pond - Ragnar (of course), Andrew Walsh (PoP), James Swallow (Deus Ex), the Starbreeze guys, Steve Ince (Broken Sword series), Tom Jubert (Prenumbra series), Martin Korda (The Movies, B&W 2), James Leach (Fable, B&W). I'm certainly proud to be not included with these fine fellows, but it would be nice to see more of a world-wide cross section."

Commenter Andrew Leeke seconded the mention of Andrew Walsh in some depth:

"Andrew Walsh is another name I’d expect to see on a list like this. Prince of Persia is excellent, and is a great example of interactive storytelling that allows the player a high degree of freedom.

Personally, facing these challenges of interactivity in a linear story [is] far more impressive than just writing some cut scenes to avoid it. POP is a great example of where storytelling in games can break from tradition."

BioWare's Drew Karpyshyn, also included in the feature, wanted to make it known that the credit was not entirely his:

"I should point out that BioWare games are written by teams of 4-6 talented men and women.

As the lead writer, I tend to be the one who gets the credit, but honestly we have a dozen great writers on staff at BioWare and we couldn't create our great narrative driven games without the contributions of the entire team.

So, on behalf of all the writers at BioWare, thank you for this honor."

Elsewhere, Quintin Schnehage wrote in with the following worthy suggestion:

"I'd like to put in a mention for Michael Kirkbride, the concept designer for The Elder Scrolls III: Morrowind. Kirkbride, together with Ken Rolston and Kurt Kuhlmann, brought a unique and incredibly atmospheric world into creation, but in my humble opinion, Kirkbride was the visionary responsible for breathing life into it.

His weird and wonderful concepts, knowledge of myths, religions and philosophies, and his incredibly writing skill gave the Elder Scrolls universe a charm and a depth that I have never seen in another video game world."

Finally, Karim Anani wrote in to add another interesting video game writer to the nomination list:

"What about Dave Grossman? He was the colleague of Tim Schafer, worked on Monkey Island 1+2, Day of the Tentacle, the new Sam and Max games and Strong Bad's Cool Game For Attractive People. The guy isn't just good, he's astounding. These are all worthy writers, but you _are_ missing half the Day of the Tentacle writing staff, you know."

The Winners Debate

Alongside the discussion of talented writers who weren't included in the list came often-heated debate about those who were. Commenter Rob Lazenby criticized the narrative of Gears of War, a title better known for its gameplay than its story -- which he said "[sets] our industry back 10 years."

O'Connor responded to Lazenby's questioning:

"Well I'm probably not being nominated for the Gears work, but for my body of work as a whole. Each project makes distinct demands on the writer. In the case of Gears, the story was not striving for gritty realism, but escapist fantasy, and on that level it delivered.

I don't know if you're calling out the cinematics (which I wrote, based on Epic's story) or the in-game barks (which were written by other people on the team), but in either case, you're definitely entitled to your opinion. I feel very lucky that I had the opportunity to work with the guys at Epic, they're an incredible group of guys. Like I said, different projects have different priorities."

Michael Webb offered a different point of view:

"It was especially refreshing to see in a game where the focus is not on narrative. By putting quality scenes in games that are not normally story driven is in my opinion helping the industry, not setting it back."

Amid discussion on Destroy All Humans writer Tom Abernathy's work on Pandemic's as yet unreleased Saboteur, Abernathy arrived to clarify:

"I was the lead writer on "Saboteur" for three years, and in that capacity worked with some brilliant people to create what we all believe is a fantastic original IP, its characters, a fleshed-out world, a tone, an extensive game structure, dozens of missions, etc. (Those comprise a big part of a writer's job, especially when the writer is involved early in the process.)

I also did a couple of drafts of a cinematic script, many drafts of mission dialogue, and some in-game chatter, as well as helping to mold many of the presentations and materials that got the project repeatedly (and successfully) greenlighted at various stages. (A significant amount of dialogue, it should be noted, was also written by Armand Constantine, a terrific writer who could also easily have appeared on this list.)

It's quite true that the cinematic script is no longer the one I wrote; it couldn't possibly be. As far as the in-game chatter, I'm not sure that's totally true, but regardless I know Armand continued to do fine work for them, ably picking up the torch I had passed to him.

Regardless, I am not the writer of record on "Saboteur" -- at this point that would be Brad Santos -- and have not taken, nor would take, credit for being so. I am proud and pleased, however, to have played a role in its creation and development, and I hope it rocks. The team deserves every success."

If readers would like to discuss things further, you can now revisit the full 'Top 20 Writers' feature, view the complete comments discussion, and add your own point of view.

COLUMN: 'Game Mag Weaseling': Where's My Tips?

tt-0903.jpg

['Game Mag Weaseling' is a weekly column by Kevin Gifford which documents the history of video game magazines, from their birth in the early '80s to the current day.]

Something's been bothering me lately. Not the economy, or my job, or my car's transmission, or how I'm gonna find the money to keep my weasels feasting on their diet of chicken necks and pre-frozen mice. No, lately I've been concerned that I've been too harsh on Tips & Tricks Video Game Codebook.

As erstwhile readers may know, the bimonthly Tips & Tricks of today is exactly what the title suggests: lots of tips and even more tricks, along with a couple of multipage strategy guides, some previews, and four game-themed pencil puzzles in the non-glossy middle pages for those long car rides in the station wagon.

It was something different before the summer of 2007, however. Strategy was still the main draw before, but alongside it were all kinds of regular columns, covering topics from classic game collecting and merchandise to WoW and game soundtrack CDs.

This structure, bizarrely enough, made T&T sort of like a miniature US version of Weekly Famitsu magazine, a title that's largely composed of...well, strategy and regular weekly columns devoted to general topics like Nintendo or merchandise. (Cross Reviews, after all, are usually just a few spreads out of the 200 or so pages in an average Famitsu issue.)

It was totally unique, fun, interesting to read...and largely ignored by game enthusiasts, because who buys a game strategy/tips magazine to read about things that aren't strategy or tips?

Larry Flynt Publishing pulled the plug on the monthly T&T in 2007, but the Codebooks, which are presumably simpler and cheaper to put together, continued biweekly publication. Since then, I've largely been repeating myself whenever a new issue comes out.

The March/April '09 edition on stands now is pretty typical: a cover story/strategy for a game that's been out for three months; another one for a title (Guitar Hero World Tour) that's been out for even longer; very standard screenshots-on-grids previews; and dozens of tip-listing pages. All this for $6.99. (That, and there's no paid advertising, and the website hasn't been updated since last fall-ish.)

The sort of game fan who's reading this column would never have a reason to buy this title. So why do I keep on purchasing it? Well, Chris Bieniek still EICs it after all these years, and I'm a sucker for that kind of thing. And, really, maybe I'm just being too mean, you know? Being bimonthly means much longer lead times, which explains why the games they cover are old.

What's more, things have improved in their own way in the past two years. There are more pencil puzzles, longer strategies (The MK vs. DCU guide is better than anything available on GameFAQs), the preview section has progressively grown in size, and the writing is far from terrible. It ain't Edge, but it ain't Beckett Massive Online Gamer, either.

So I suppose what I'm saying is: Tips & Tricks Codebook, I'm sorry I've been so rough on you. I know you're doing the best you can with the resources you have available. If I was tasked with running a print mag devoted to game strategies when I'd never even think of using such a mag in this day and age, I would undoubtedly do much worse than Bieniek, if only because I'd spend all day playing Peggle and reading late-70s Hustler instead of working on the mag.

[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.]

GameSetNetwork: Best Of The Week

Yikes, it's the end of the weekend already, so time to recap some of the week's top full-length features on Gamasutra, plus a few other notable news and opinion pieces from the site.

Some of the neatest things here - a comprehensive, smart Global Game Jam report, plus an awesome designer overview from an EA veteran, a detailed John Carmack interview on Quake Live and other projects, the completely amazing Pac-Man Dossier, a great XNACG postmortem, and more.

Here's the best of the week:

Gamasutra Features

The 13 Basic Principles of Gameplay Design
"In an intriguing design feature, EA and Page 44 veteran Allmer re-imagines the famous '12 Principles Of Animation' for games - adding a principle along the way!"

Building Quake Live: Carmack Speaks
"As Quake Live debuts to massive demand, Gamasutra sits down with Id's John Carmack and Marty Stratton to discuss its making, tech specifics, and iPhone plans."

Global Game Jam 2009: A Worldwide Report
"Gamasutra goes behind the scenes at the Global Game Jam, which saw 1650 developers make 370 games at 53 worldwide locations in just 48 hours."

Sponsored Feature: Designing the Framework of a Parallel Game Engine
"In this sponsored Gamasutra feature, part of the Visual Computing Microsite, Intel application engineer Jeff Andrews discusses how single-threaded game engines may increasingly be outclassed by multithreaded solutions that are more sophisticated, but also more complex to create and optimize."

Postmortem: Singapore-MIT GAMBIT's CarneyVale: Showtime
"In this Gamasutra-exclusive postmortem, the creators of IGF Grand Prize finalist and XNA Community Games standout CarneyVale: Showtime discuss what went right and wrong during its creation."

The Pac-Man Dossier
"What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive game guide."

Gamasutra News & Originals

Interview: Marvelous' Wada Talks Style Challenges Of Western Development
"Why are Japanese studios challenged in adopting the West's development style? Marvelous (Harvest Moon) president and CEO Yasuhiro Wada explains -- and also discusses the publisher's multiplatform reluctance."

In-Depth: InstantAction's Browser Gaming, Facebook, iPhone Plans
"Ending its beta with 1.4 million users, browser-based 3D gaming site InstantAction.com (Fallen Empire: Legions) execs Andy Yang and Brett Seyler tell Gamasutra about web browser plugin support for all major game engines, plus newly revealed plans for Facebook and iPhone support."

EA COO: EA Hit By 'Perfect Storm' In 2008, 'We Didn't Make Hits'
"Electronic Arts COO John Pleasants admitted to a Goldman Sachs tech conference that the company was hit by "a perfect storm" in 2008 and simply "didn't make hits" -- but it has readjusted its business plan and is looking to a strong 2009."



If you enjoy reading GameSetWatch.com, you might also want to check out these UBM TechWeb Game Network sites:

Gamasutra (the 'art and business of games'.)

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)


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