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March 28, 2009

GameSetLinks: GDC 2009 Special - Part 1

[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.]

Well, that ws the week that was, and I always find it's a good idea to sit down after Game Developers Conference and round up a lot of the most interesting coverage - both from mainstream and enthusiast sites - before it disappears too far back in the Google News/Blogsearch matrix.

When I finally pick up on my RSS downtime, we'll probably see a few other GDC links pop up, but mainly, in two parts, here's the interesting reporting on this week's event, from the BBC and Crispy Gamer through The Onion AV Club and beyond.

Cha cha cha:

The Independent Gaming Source - 1UP - Indie Game Special Podcast
With Scott Sharkey hosting a bunch of interesting indies, woo - they're listed in the comments.

IGN: GDC 09: Meet the Gaming Press
Brief write-up of a GDC panel that our own Brandon Sheffield was on, alongside Crecente and others - interesting to hear PR vs. media issues discussed.

GDC Videos: Indie Games, Nintendo Keynote, Zelda Trailer | Game | Life from Wired.com
Nice IGF video from Kohler and his cohorts.

Crispygamer: 'In Deep'
A blog post about what indie games means which is _really_ interestingly thought out, w/regard to IGS rant, etc.

GDC: A view from above | Gaming and Culture - CNET News
'Look closely at this 177.5 degree wide panorama image of the expo floor. Inside the 302227x8715 pixel, 263 megapixel photograph, you can see some of the forward thinking people and companies who are shaping the future of the industry. What can you find?'

AVC at GDC '09, Day Three: Shigeru Miyamoto Does It Over The Shoulder | Games | A.V. Club
The AV Club pieces on GDC are excellent.

BBC NEWS | Technology | Indie game awards showcase future
Really nice IGF piece from the Beeb - fanks!

Game Developers Conference 2009 - a set on Flickr
_All_ of Vince's pics of GDC are just amazing - check 'em all out.

GDC 2009: Fallout 3, Little Big Planet big GDCA winners, Modern Warfare 2 teased
Video of both IGF and Choice Awards in here, if you haven't seen.

Kotaku: 'Awkward Moments At GDC: Neil Young Tuck in Your Shirt'
I heard about this from Gary Whitta (also pictured!) and it sounded a bit hilarious.

GDC - The Game - Part 5, Friday: Infectious Design

[Every day during GDC, Everybody Dies creator Jim Munroe is blogging for GameSetWatch discussing the creative process for the GDC-related text adventure he'll be building for us. Here's part five, following Monday's, Tuesday's, Wednesday's and Thursday's entries.]

I heard some of the Mirror's Edge guys talk today about how they achieved the feeling of first person running.

At first, they simply attached the camera to the head of the model, but this lead to a very jerky, motion sickness inducing perspective. They eventually animated it by hand -- it was less real, but it ended up giving the effect they were looking for.

This idea of verisimilitude, or the appearance of reality, is an important part of storytelling -- you don't need to detail every pee break in a person's life to make it come alive for the reader. I'm wondering if this holds true for systems as well.

Time passing is one example. The model of one minute = one move feels like it might be too literal. I think certain moves -- going into a lecture, for instance -- should take longer than talking to someone.

On the other hand I think moving around the conference center will take longer for someone with many friends -- they can't go anywhere quickly, as they're often stopped and chatted up.

This might be a good dynamic -- as someone's network increases, their mobility decreases.

I'm also seeing the "interest" tokens that the player can "pick up" in going to a talk would be interesting to model.

As self-replicating and contagious ideas or memes, the player could use the "procedural gameplay" interest as a way to make friends (if the person shares it) or can spread it to people who are already friends.

It might be fun to see how many people you can infect with an design idea.

GDC: Hothead Duo Talk DeathSpank, Indie Experience, Episodic Gaming Retreat

[Still going through some of the 'best of' from the GDC write-ups as we unwind, here's one from earlier in the week which has some interesting comments on where episodic gaming is going.]

In a talk at the Independent Games Summit at GDC, Hothead's Vlad Ceraldi and Joel DeYoung (Penny Arcade Adventures) discussed episodic gaming, digital distribution, and their games in intriguing detail.

Firstly, Ceraldi discussed the history of the medium, and referenced VCRs and DVDs doing for movies as what digital distribution is currently doing for games, where access to the medium was "previously very limited".

But he quickly commented, there was some notable downside. He suggested forcefully: "The fact that we don't have a relatively uniform platform is really going to hurt our medium in the future", and went on to criticize the existing tightly-controlled console (XBLA, WiiWare, PSN)and PC (with Steam's current domination) platforms.

Particularly noted by Ceraldi, whose company has published Penny Arcade Adventures on Xbox Live Arcade and PSN - on these services, for the most part, you don't control pricing (he commented: "that's insane"), and you don't always control promotions and sales.

In addition, he noted forcefully, pricing structures are limited, with no bundles and a $20 limit. In addition, you can't pre-order on consoles, and for episodic games, that is "severely damaging" - you can't sell the whole season upfront. It's unclear if this commentary was aimed at particular hardware providers, but they are compelling examples.

DeYoung then went on to explain the history of the company, which now has 35 employees, 3 projects in developments, and the indie-focused Greenhouse digital distribution service, and has shipped two episodes of Penny Arcade Adventures.

Explaining the genesis of the Penny Arcade Adventures game, in which Hothead worked very closely with Gabe and Jerry from the popular webcomic, they mentioned that they were considering what genre to make the game in, and were concerned that "modern gamers might not appreciate a classic adventure". In polling Penny Arcade users, they realized RPG was high up the list of wants, so they decided on an RPG-adventure hybrid.

The good in creating this game, for Hothead, was that the relationship with Penny Arcade, who "speak it like it is", opened a lot of doors. Also, the game was well-received by critics and Penny Arcade fans, helping its launch significantly.

On the other hand, since they were self-publishing, Hothead has some issues with sales and marketing, since they were pure developers, and had to work out how to expand past the hardcore fanbase and target a wider market.

He also commented: "We didn't ask hard questions about how many people... are just going to sit down and buy this game", admitting: "We feel like we spent too much money making the episodes." The Hothead creators then announced that they are going to finish the Penny Arcade series, and are considering going into retail channels with bundled copies.

The duo also incuded a brief discussion on Swarm, which is an environmentally-themed AI learning game which won local government funding in Canada, and is still in the process of incubating - to the game's advantage, they claim.

Then to DeathSpank, which is designed by Ron Gilbert and is "in full production", and is described as "an RPG with Monkey Island humor", and apparently is a Diablo or Zelda-style action RPG. Ron came in with an engine to build DeathSpank, and is an updated SCUMM-style engine. So they now have two almost completely different engines in development - but it's still possible to work.

Hothead are also starting up indie partnerships, porting The Maw to PC and Braid to Mac, and are looking for more in the future, also adding an achievements SDK to Greenhouse.

Then Ceraldi returned and announced a markedly reduced emphasis on episodic gaming for Hothead, going forward. He did say: "We're not going to stop doing it entirely", but Hothead is not going "as full ahead with it" as they did before.

Hothead did think that, with episodic gaming, they thought that they could get revenue sooner, and could add good stuff to future episodes and remove bad.

But they ended up seeing a few problems - particularly that there's also a perception from users, according to Ceraldi, that you're perhaps trying to charge them over the odds, over an entire series, and so they could wait until the end and just pick up the whole season.

He did note that fellow episodic creators Telltale are doing a good job but he believes that "most of their sales have come from pre-sales of the whole season" - and you can't do pre-orders on consoles, of course.

In addition, putting out regular releases on consoles are difficult, he noted - adding "are you even going to get three or four [release] slots from the console guys" for all the episodes? He concluded: "Realistically, episodic is a... challenge", revealing that DeathSpank will not be an episodic game - though it may have some added DLC for fans.

The duo then stepped up and showed relative sales percentages (though not totals) for Penny Arcade Adventures: Episode One, revealing around 45% sales on Xbox Live Arcade, 15-20% on PSN, just over 25% on Greenhouse, and 10-15% on Steam, judging by the pie chart. They also showed a similar percentage breakdown for Episode Two but with what they described as one third the sales of Episode 1.

The duo also explained relative percentage sales on computers for the series, noting that Mac counted for 25%, PC for 70% of sales, and Linux for 5% of sales. They concluded: "if you can afford to do crossplatform, it's well worth the effort."

March 27, 2009

GDC: Keita Takahashi - The Complete GDC Lecture

[Our gigantic GDC 2009 coverage is still on Gamasutra, and adding things all the time, but will crosspost a couple of key highlights here - such as Brandon Sheffield's write-up of the Noby creator's super-fun talk.]

In his inimitable style, Keita Takahashi began his Game Developers Conference session by demonstrating a hand-made scarf knitted by his mother.

“It’s Boy (from Noby Noby Boy)," he explained, "but also a scarf, and here you can put your hands in. So, when you’re cold, you can use this. Even when it’s cold, you are safe.”

“Most people may not know what I tried to achieve here, or why I tried to do this,” and so he attempted to explain.

“First, I came up with my own idea, then talked to my teammates. Sometimes, they might think I’m a bit weird for making this kind of crazy game; I’m very normal. I don’t use drugs, or drink at all. Please don’t worry about me, I’m okay.”

Creating Katamari Damacy

“In [Katamari Damacy], I wanted to show an ironic point of view about the consumption-based society," he revealed. "But I wanted to make more objects -- if it were empty, I would feel empty or lonely. But when these objects are rolled up and absorbed by the Katamari, they’re gone. Then I felt empty.”

“I feel the same way about disposable society. I think I could successfully express my cynical stance toward consumption society with Katamari, but still, I felt empty when the objects were rolled up.”

Takahashi decided that he wanted to make something with fewer stages, and less of a "goal." "My answer was Boy, who has a long body. He has a long-winding body. This is fun, right? I was also thinking I wanted to create a game where I didn’t need to worry about boundaries."

"The boundaries I was concerned about were time, and money," he continued. "To be able to create a game that’s not limited by time and money is impossible. So, I thought about not worrying about these, and just being able to create freely.”

He noted that games typically have goals, or "carrots on sticks." His personal goal was to create a game which presented no goals for players, which he admits might seem somewhat abstract. Takahashi also hoped to create something that designers wouldn't be able to control or predict.

Katamari had rules in there," said Takahashi. "You had the Katamari size goal, and the time limit as well. I wasn’t happy with that existing. In the last remaining one second, it’s perhaps possible to create a huge Katamari, and maybe use your time well. But even that doesn’t quite make me happy. This was a formula, and I felt like it somehow betrayed my vision."

“There are some games that follow the rules and make something wonderful, but I wanted to throw that out and start from scratch, from the beginning of what games should be," he added.

“In Japan, people who play games are called ‘users.’ Maybe it’s just the game industry. I always thought this was bad. Why do we call them users? Aren’t they supposed to play? We throw around the term users without thinking about it, so perhaps it’s about consumption.”

Consumers, Not Players

Takahashi cited a quote from animated film director Hayao Miyazaki, stating that children today are not playing, they're consuming.

He conceded that one has to create something that's consumable in order to maintain a company. “But I hear executives talking about users, users, and I just want to hit them. Sometimes I think maybe they should just die. But I’m getting sidetracked.”

He then drew a graphic of a person playing games on a train, with his face down, staring at the screen, while his parent is sitting nearby, being ignored. This is not how things should be, he says.

"Maybe it’s a bad thing if a game sells," he posed. "So, I thought maybe it should only be on PS3 and maybe only download. That’ll mean it’ll not sell that much," he joked.

"It’s been about one month since we launched, and I was right, it didn’t sell that much. Though I guess maybe that’s bad.”

Noby Noby Beginnings

Takahashi started thinking about developing a new game in 2005, and sought out a programmer for the project. Most didn't really understand his goals. "I showed one programmer this, and he said ‘Yes, I’ve been thinking about these kinds of things as well!’ He showed his wife, and she said ‘You should work on this as though your life depends on it.’ So, we have a collection of crazy people working on it."

He also revealed that the original 2005 prototype was developed on Xbox 360, despite it eventually being released exclusively for PlayStation Network. “There’s some stuff that wasn’t in the PS3 version, but it’s pretty much there," he said.

“In 2006, it was decided we’d put it on PS3. At the time, the 360 wasn’t doing well in Japan, so maybe there were some political reasons for the company to do it on PS3. For me, it was important that the PS3’s sticks were straight across from each other. For the 360, they’re not, and that was enough for me.”

He had difficulty with the physics engine, though, and initially sought outside help. “I’m sure developers know, but Havok is a physics engine, and if you use it, you have to show their logo. I didn’t want to do that. I thought it would be awful to have to put a logo on the game every time, so instead we used physics effects that SCE puts out.”

“But I still had to put the Namco Bandai logo, so I guess putting a logo on wasn’t something I could avoid," he said.

“Before we knew it, it was 2009," he said of the game's long development cycle. "People higher up were really mad at me, and some of them really glared at me if they saw me in the hall. I don’t know how many we’ve sold really, but if you go to web web boy [which shows stats from the game], there are 55,768 players now.”

“In spite of the fact I said the game shouldn’t have a goal, but Noby Noby Boy does have a goal,” he admitted, and that goal is growing Girl.

“The goal is to connect the solar system," he said. "I thought it was such a huge goal for a game that it wouldn’t really count as a goal.”

“Within one week after sales, girl was able to reach the moon," he noted. "I was very moved by this. But as I showed you earlier, there are 55,768 players right now. At the average, girl is growing 40 million meters per day. If we go at this rate, in order to connect the entire solar system, it will take 820 years. This is a problem, I’ll be dead by then.”

What He Couldn't Do

“There are tons of things I couldn’t do," Takahashi admits. "I don’t want to say I’m making excuses, though. But girl goes around the solar system, starting with the moon, then mercury and so on. We accumulate points to go around the universe. I wanted the top players to get a gift. The first is this scarf. Then here’s a long pillow.” [Shows images of gifts on screen.]

His mother made the scarf, and the pillow was made by his younger sister. “Why did I want to do this? It’s a gift to say thank you to players. But also I wanted everyone to enjoy this game. I wanted to give actual gifts to players, this is just my style, and how I feel. Games have their own rewards, but if we give actual gifts to players, maybe they will feel there’s an actual goal.”

“I didn’t want it to just be a gift like a download or something like that," he said. "It should be something real."

"I couldn’t do this, partially because of privacy issues, and we also needed a very secure distribution platform,” he continued. “Also people might put this up on an auction site, and then I’d buy it back and re-deliver it. I thought that would be pretty amusing."

“Another thing I couldn’t do was having to do with Girl’s ranking," he said. "I really wanted it to just be fun, but if there’s ranking, people may just keep trying to extend girl, or give up halfway. I wanted to use more fuzzy ranking. Boy, and Girl should move around regardless of ranking, but there was no time and programming resources for this.”

“I also wanted to do a search system, with some sort of Google type system, so if you Google within Noby Noby Boy, characters will bring some results and you could eat it and open the site. But a popular site can run very fast. It’s tough to get. It’s kind of meaningless, but maybe fun?”

“The face of Noby Noby Boy is simple circles, and I thought it’d be nice if you could customize it, but I couldn’t. I also wanted to use Youtube uploading so players can report bugs. That might be really convenient. Also players could suggest things through Youtube, and then the players and the development team could exchange ideas.”

Why make this game?

Continuing with his musings: “Why did I want to do this? Well, because I felt constrained," he said. "In the last four or five years, the world has become much more of a cramped place. This is not a game world, it’s the real world we live in. It has nothing to do with the recession, it just feels constraining from a different perspective. Maybe this is just me, but I feel like there’s something physical that is tying me up. I feel everything is controlled by systems.

Takahashi added: "Maybe this thing that’s tying me up is Namco Bandai, but there’s a much bigger cramping happening in this world. The word Noby Noby means to not be constrained, and to be mentally liberated. Maybe this is a little dramatic, but Noby Noby Boy is a way to fight against this constraining world."

"Maybe that’s why I created this game. But ultimately games don’t need these kinds of goals, honestly. Games should just be fun, and if that’s the case, what I said is just nonsense. But personally I needed this kind of explanation.”

Noby Noby update

He continued: “Before PS3, we thought it might be fun to do it on the iPhone. So we're in the process of making it for the iPhone. I thought if we used the boy from the iPhone as well, girl can reach the solar system in only 400 years.”

“In the [PSN] update, it’s possible to do multiplay,” says Takahashi. He then demonstrated a local multiplayer mode, in which players could also each eat each other and connect. “At maximum, four people can play at the same time,” he said.

What's in a game?

“A lot of people ask me if Noby Noby Boy is really a game," he says. "Basically this is from the time of Katamari Damacy, but I don’t really think of creating a “game” when I’m making these. I’m just trying to create something fun. Parties, festivals, that sort of thing.”

“People who ask whether it’s a videogame, I’d ask them what a game is. Is it good level design? Is it good AI? A good story? Important goals? Great music? People say without these, one won’t be motivated. But even using at the catalog for GDC, there’s no definition for a game. The games we make aren’t about level design, or a sense of accomplishment.”

“I’ve been complaining a lot now. People call me not Keita Takahashi but “Hater” Takahashi,” he joked. "But I think there is a lot of potential in games, and I am just frustrated that they don’t reach their potential. I’m sure there’s something more that we can do. If we love video games, we have to think about this more. We have to observe more, and have more fun while we’re making these games.

His conclusion? "There is no completion in the industry games, it’s always developing. But despite that, we believe there are certain ways that games have to be. Perhaps we’re also hiding behind these rules, and maybe just relying on past experience. I’m sure you’re going to misunderstand this, but I think perhaps we have to ignore the players, and our companies."

"Maybe we should just try creating a game that we like, rather than thinking about what’s going to sell or what’s popular, or looking outside for the standard. We should look inside to see what’s fun. Games aren’t created by management. We have to rely on hardware, but hardware doesn’t make the games. It’s humans that do. Se whouldn’t be afraid of being criticized, and just create what we want.“

Takahashi ended by noting of this freedom: “This will create something fantastic, or something fantastically awful. But even if it is awful, it still has value. So I think we should all keep trying. I think that is our mission. There are other missions certainly, but crating something new is something that should be a goal for developers. I hope you will join me.”

GameSetPics: 2009 IGF Pavilion & IGF Awards!

[Continuing the series from the marvelous Vincent Diamante (also the soundtrack composer for Flower!) here's some more really nice pictures of IGF Pavilion and the IGF Awards - sorry if you're getting IGF overload, but hey, only once per year.]

At the Pavilion, with all kinds of people checking out the IGF finalists.

Another picture from the ever-ready IGF Pavilion on the show floor.

Matthew Wegner and Steve Swink (Flashbang Studios) on stage introducing the Independent Games Festival Awards.

The IGF host for the evening, the most excellent Andy Schatz (Pocketwatch Games).

Dan Tabar from Data Realms, in his classy first appearance.

The ever-addled BrainPipe guys collect their Best Audio award.

Erik Svedang, on stage to collect the the $30,000 Seumas McNally Grand Prize for Blueberry Garden - congrats!

[Vincent also took pictures of basically all of the other IGF award winners, so if you are them - or their families - check out Page 3 of his GDC 2009 Flickr page for those!]

March 26, 2009

GDC - The Game - Part 4, Thursday: Systematic Socialization

[Every day during GDC, Everybody Dies creator Jim Munroe is blogging for GameSetWatch discussing the creative process for the GDC-related text adventure he'll be building for us. Here's part three, following Monday's, Tuesday's and Wednesday's entries.]

What I took away from Hideo Kojima's keynote was the following: the genius part of Metal Gear came from a technical constraint, and the flaws come from being technically unconstrained.

Originally, Metal Gear was supposed to be a combat game, but the hardware wouldn't allow for enough sprites for the bullets and enemies, so he worked around it by creating the stealth game. The oft-criticised cinematics in the game, on the other hand, were made possible by increases in disc storage space.

While I like the idea of making this GDC text game have thousands of non-player characters with individual interests, introversion/extroversion levels and social connections, I know there's a technical processing limit even for text games.

But I expect I can get a pretty interesting result even with a limited amount of non-player characters. Here's a sketch of the basic, rule-based system I'm imagining, before I layer in the colour and detail.

You are in the hallway of the Moscone Center. There is a design talk to your north, and a programming panel to your south.

>inventory

You are wearing a t-shirt with a quote from Toru Iwatani, your big inspiration as a game designer. "I would like to make the people who enjoy playing games cry."

>go south

You go in and sit down.

An hour later, you come out with nothing more than a befuddled feeling.

>go north

You go in and sit down.

An hour later, you come out with a new excitement about emergent gameplay.

>inventory

You are wearing a t-shirt with a quote from Toru Iwatani, your big inspiration as a game designer. "I would like to make the people who enjoy playing games cry." You have an excitement about emergent gameplay.

>look

You are in the hallway of the Moscone Center. There is a design talk to your north, and a programming panel to your south. There's a guy here looking at his conference schedule.

>talk to guy about emergent gameplay

He's not really interested in that, so after a few blank looks you stop.

>examine guy

His badge identifies him working for a branding agency.

The marketing guy leaves to the east. A tall man with wild hair stops here, orienting himself.

>talk to person about emergent gameplay

You have a spirited discussion on the topic.

>introduce yourself

You shake hands. You have gotten to know Tom.

Tom is here, talking to you about prototyping.

A girl in a red hoodie comes by.

The girl in the red hoodie recognizes Tom.

>examine tom

He is a tall man with wild hair. His interests include prototyping and emergent gameplay.

Tom introduces you to the girl in the red hoodie. You have gotten to know Maggie.

11th Independent Games Festival Awards Topped By Blueberry Garden

Erik Svedang's Blueberry Garden, a charming exploration game set in an ever-changing ecosystem, received top honors - the $30,000 Seumas McNally Grand Prize for Best Independent Game - at the 2009 Independent Games Festival Awards.

The winners were announced this evening at the eleventh Annual IGF Awards ceremony, hosted by the Game Developers Conference at the Moscone Convention Center in San Francisco.

The IGF awards are often referred to as the Sundance Festival of the video game industry, and offer both global exposure and over $50,000 in cash prizes to each year's winners.

Previous breakout IGF award-winners include titles such as Braid, Audiosurf, Castle Crashers, and World Of Goo, and this year's awards saw 226 Main Competition entries from all over the world - and over 450 entries in total.

Other IGF award recipients for 2009 include Amanita Design's evocative adventure game Machinarium, which took the Excellence in Visual Art Award, and KranX Productions' Musaic Box, which won the Excellence in Design Award thanks to its cunning combination of music game and block puzzler.

The first ever Innovation (Nuovo) Award, honoring a title that advances the art of gaming, went to Jason Rohrer's two-player collaborative title Between, while Digital Eel's BrainPipe received the award for Excellence in Audio, and Data Realms' Cortex Command was recognized for Technical Excellence, also picking up the Audience Award, after receiving the largest share of thousands of public votes cast at IGF.com in recent weeks.

Finally, the award for the Best Student Game went to DigiPen Institute of Technology's paint-splattering action title Tag: The Power of Paint, and download sponsor Direct2Drive's $10,000 D2D Vision Award was won by Hemisphere Games' Osmos.

The IGF judges are made up of over 50 industry game creators and journalists, including the makers of previous IGF honorees World Of Goo, Braid, Aquaria and N+; industry veterans from studios including Maxis and SuperVillain Studios; and noted writers from Wired, Kotaku, Newsweek, Joystiq and MTV.

"Yet again, we've been blown away by the quality and diversity of entries in this year's Independent Games Festival," said Simon Carless, IGF chairman. "Every year, indie games seem to get more and more vital, and we're pleased to be able to help honor the very best."

The IGF awarded the following games in each category of the main competition - each received a cash prize of $2,500 as well as sponsor-related prizes, apart from the Grand Prize of $30,000:

Seumas McNally Grand Prize ($30,000)
Blueberry Garden, by Erik Svedang

Innovation (Nuovo) Award ($2,500)
Between, by Jason Rohrer

Excellence in Visual Art ($2,500)
Machinarium, by Amanita Design

Excellence in Audio ($2,500)
BrainPipe, by Digital Eel

Technical Excellence ($2,500)
Cortex Command, by Data Realms

Excellence in Design ($2,500)
Musaic Box, by KranX Productions

Best Student Game ($2,500)
Tag: The Power of Paint, by DigiPen Institute of Technology

Audience Award ($2,500)
Cortex Command, by Data Realms

D2D Vision Award ($10,000)
Osmos, by Hemisphere Games

The eleventh annual Independent Games Festival is supported by Platinum Sponsor Mountain Dew's Green Label Gaming which contributed $10,000 to this year's record-breaking Grand Prize amount, official download partner Direct2Drive, Gold Sponsor Microsoft's XNA, Silver Sponsor Sony, and Student Showcase Platinum Sponsor DigiPen Institute of Technology.

For more information about the IGF, the finalists and the winners, please visit the official Independent Games Festival website.

Fallout 3, LittleBigPlanet Reign Supreme At Choice Awards

Bethesda Softworks' epic post-apocalyptic open-world adventure, Fallout 3, received the Game of the Year Award at the 9th annual Game Developers Choice Awards, presented at a ceremony this evening the 2009 Game Developers Conference. Bethesda also received the Best Writing award for the game.

Media Molecule's imaginative user creation-centric platform game LittleBigPlanet, which was first unveiled at GDC 2007, was the recipient of the most awards of the evening, taking four awards for Best Game Design, Best Technology, Best Debut Game and Innovation Award.

Other winners at the Tim Schafer-hosted event included Ubisoft's hauntingly beautiful update of the Prince of Persia franchise, which won the prize for Best Visual Arts, and Ready at Dawn's portable action-adventure, God of War: Chains of Olympus, winner of the Best Handheld Game award. EA Redwood Shores' shocking horror title, Dead Space, won the prize for Best Audio award.

Additionally, successful independent developer 2D Boy, winner of the 2008 Independent Games Festival's Design Innovation award and Technical Experience award, snagged this year's Game Developers Choice award for Best Downloadable game for World of Goo.

The Game Developers Choice Awards, which honor the very best games of the year, are voted on by developers and created for developers.

They are produced and hosted by the GDC and presented by Gamasutra.com and Game Developer Magazine, with the aid of a distinguished Advisory Committee that includes many of the world's top game creators, and each award is decided by thousands of votes from game professionals worldwide.

This year, Hideo Kojima, the Corporate Officer, Executive Producer and Director of Kojima Productions and creator of the seminal Metal Gear series was presented with the Lifetime Achievement Award for his influence on the craft of game development and his twenty years of work on Metal Gear and other notable franchises.

In addition, Harmonix co-founders Alex Rigopulos and Eran Egozy, co-developers of a groundbreaking decade-plus long line of music games culminating in the Rock Band franchise, received the Pioneer Award for their work; and Tommy Tallarico, co-founder of the Video Games Live concert series and founder of the Game Audio Network Guild (G.A.N.G.), received the Ambassador Award for helping to advance the game audio community.

The recipients of the 9th Annual Game Developers Choice Awards are:

Game of the Year
Fallout 3 (Bethesda Softworks)

Best Game Design:
LittleBigPlanet (Media Molecule)

Best Writing:
Fallout 3 (Bethesda Softworks)

Best Technology:
LittleBigPlanet (Media Molecule)

Best Visual Arts:
Prince of Persia (Ubisoft Montreal)

Best Debut Game:
LittleBigPlanet (Media Molecule)

Best Handheld Game:
God Of War: Chains Of Olympus (Ready at Dawn)

Innovation Award:
LittleBigPlanet (Media Molecule)

Best Audio:
Dead Space (EA Redwood Shores)

Best Downloadable Game:
World Of Goo (2D Boy)

Recipients for the evening's special awards were:

Lifetime Achievement Award
Hideo Kojima

Pioneer Award
Alex Rigopulos and Eran Egozy

Ambassador Award
Tommy Tallarico

"Over the past nine years, the Game Developers Conference has become the premiere video game award show because it gives voice to those who understand games better than anyone; the people who make them," said Meggan Scavio, content director of the Game Developers Conference.

"The games being recognized here are virtuoso efforts that have truly advanced the state of video games. Our congratulations to all the talented and hardworking teams that put so much of themselves into their art."

For more information about the awards and all the recipients, please visit the official Game Developers Choice website.

March 25, 2009

GDC - The Game - Part 3, Wednesday: Funeral Plot

[Every day during GDC, Everybody Dies creator Jim Munroe is blogging for GameSetWatch discussing the creative process for the GDC-related text adventure he'll be building for us. Here's part three, following Monday's and Tuesday's entries.]

I ran into Ernest Adams yesterday, top hat and all, on my way home from the Ten Bit party. His thoughts on interactive narrative have strongly influenced me.

I'll rant to anyone who will listen that interactive andnarrative are not this simple thing to combine -- they're not the chocolate and peanut butter that people seem to imagine. The more the player tells the story the less the author tells the story, and the inverse is true.

So I've been trying to come to terms with the idea that as a fiction novelist a lot of the tools in my toolkit aren't that useful to bring to bear on game making. I personally believe that a linear plot doesn't suit the medium.

Despite that, my recent well-received text game has a completely linear plot. While I spared Ernest the role of Father Confessor while we chatted, I have a weird feeling that this linearality is a kind of backsliding on my part. Linear plotting in games is just wrong.

It's kind of like the beginning of music videos -- they often literally acted out the lyrics of the song, modeling themselves as mini-movies.

And they were usually bad, though in retrospect hilariously so. and eventually grew out of this literal phase to become the much less linear and more evocative creatures they are today.

Happily, Margaret Robertson's "Stop Wasting My Time and Your Money: Why Your Game Doesn't Need a Story to Be a Hit" has re-calibrated me.

She's an advocate for great writing in games, but makes the case that linear storytelling is intrusive, expensive and usually unsuitable thing in games.

After highlighting what went right in games like Ico, Eternal Darkness, and Half Life 2, she challenged the audience to explore different methods of creating richer games with creative solutions native to the form.

For this GDC text game, I'm starting to imagine a game that pivots on social interactions. By modeling the conference as a kind of social ecosystem full of people that I can simply drop my player into, I'm hoping for a baseline dynamism that won't have to rely on a linear plot for a compelling experience.

GDC: Indie Games Stuff @ GDC: The MegaLinkDump

So, as per usual, I'm typing up things when I should be going to GDC parties, but don't worry, the horribly indie shindig in question runs til 1.30am, and I just wanted to make sure all those folks who didn't get to go to GDC could check out the coverage.

Please post in comments if you've found more write-ups of sessions, too, but here's what a quick scan produced - thanks to everyone who wrote up the IGS panels this year.

We're hoping to make a few (everything was video + slides recorded this year!) available for free on the new GDC Vault service - maybe the 2D Boy day 1 keynote and the plain insane Indie Game Maker's Rant? Maybe take a few days, though!

Anyhow, here's the marvellous coverage, please to have fun reading:

- Destructoid: GDC 09: The Indie Advantage?; GDC 09: Beyond Single Player; GDC 09: Making Web Games: The Indie Experience; GDC 09: The Indie Game Maker Rant; GDC 09: Crayon Physics Deluxe postmortem; GDC 09: The Four-Hour Game Design; GDC 09: Everything you wanted to know about going indie....

- TIGSource: IGS '09: The Four-Hour Game Design (Cactus); IGS '09: The Indie Game Maker Rant.

- GameSpot: The Art Of Promoting Indie; GDC 2009: Ranting, indie style; GDC 2009: The Art of Promoting Indie; GDC 2009: EA Play head explains indie advantage.

- Joystiq: GDC09: IGF Mobile Award winners announced; GDC09: IGF showcases 'the next great mobile game' concepts.

Offworld: Indie Games Summit: 2D Boy/Polytron's top 10 ways to market your indie game.

IGN: GDC 09: Making LOVE in Your Bedroom.

RANDOM BONUS: DoubleFine.com: 'Host Master and the Conquest of Humor' (Tim Schafer hasn't finished his Choice Awards script yet, but he HAS finished an awesome Flash game about, uhh, not having finished his Choice Awards script. Ohdear.)

GDC - The Game - Part 2, Tuesday: 'Fear of Focus'

[Every day during GDC, Everybody Dies creator Jim Munroe is blogging for GameSetWatch discussing the creative process for the GDC-related text adventure he'll be building for us. Here's part two, following Monday's entry.]

I loved Petri Purho's graphs yesterday. His candid post-mortem on Crayon Physics Deluxe detailed how he used player testing to fine-tune the difficulty between the levels, after having discovered that players continued to improve on levels with similar difficulty.

I think his craftmanship is laudable because testing and refinement is underrated in not just indie games, but indie arts in general.

While "It didn't test well in focus groups" is a tool marketing uses to bludgeon things they don't like in big companies, doing thorough playtesting and responding to what you learn is not tantamount to diluting your artistic vision.

Getting feedback and doing testing -- so long as you feel like the creative control is in your hands -- can be a hugely useful part of the process. Just because you can say "fuck the audience" doesn't mean that you should: and even if your intent is to frustrate or irritate the player, it's a good idea to see if people get pissed off to the pitch you expected.

I was talking to Farbs, the creator of the great Rom Check Fail today about player experiences. He was saying that everyone talks about the first ten minutes of a game, but not the last ten minutes.

I wonder if this is because most games aren't finished, except by the hardcore that simply care that they beat it (and that it was too short/easy). I'd be interested in stats that compare completion of movies to books to games.

I also think that few game designers put a lot of thought into when a player quits, maybe because the ideal player in their head never does.

It's one last opportunity to connect with the player -- sometimes there's a little funny jab at the player, or some variant on that, but it's usually a static stock response.

I'd like to make some use of the player data that the session has collected in this GDC text game. Even if it's just letting the player know how far along they are, or some other interesting stat. Something a bit more thought out than "Are You Sure? Y/N"

March 24, 2009

GDC: Crayon Physics Creator Purho Prototypes Hard

[Continuing our GDC coverage - also see official Gama microsite - here's the awesome Petri Purho talking about crayons, physics, and things.]

In a humorous speech on the Monday of the Independent Games Summit, Kloonigames' Petri Purho talked about what he learned in creating IGF 2008 Grand Prize Winner Crayon Physics Deluxe, stressing the importance of rapid prototyping in its genesis.

As he noted in the speech, "doing prototypes really worked out well for me," and it also gave him a hint towards which of his seven-day-created Kloonigames freeware games would break out, based on download counts.

He averaged 2,000-3,000 downloads of his previous prototypes, until the Crayon Physics prototype did around 25,000 free downloads in one month, and increased again to 250,000 when his YouTube demonstration of the game became incredibly popular.

Prototypes were great, Purho said, because you can "get the bad game ideas out of your system," and also pointed out that keeping to strict monthly prototypes helped him explore ideas that might not work, but he can also sometimes tell partway through that the game isn't up to snuff.

As to how the game was conceived, most other physics games like Armadillo Run are engineering-like, and have only one or two solutions -- on the other end of the scale are sandbox-like titles like Line Rider. Purho was looking to split the difference and get both sandbox-style and goal-centric elements into his game.

He explained the concept behind Crayon Physics Deluxe: "The game is not about finding the right solution to the puzzle, it's about finding a creative one." But, he asked, how do you detect when players are being creative?

In addition, Purho noted, a lot of people are lazy and will go for the easiest solution possible. In the end, for many of the core gamers who had interest in Crayon Physics Deluxe, the game was somewhat too easy -- something Petri didn't expect because his idea of the target market for the game was not that clear, he thought.

One of the biggest issues Crayon Physics had was the number of clones it created online, and Purho actually said at one point that an iPhone game called Touch Physics offered him money as a tribute, but he felt uneasy about accepting it. Overall, the clones made him initially angry, but his game sold well despite them.

The end result was an influential and playable title, and Purho said over 80,000 people signed up via email alone to find out when Crayon Physics Deluxe was going to be released, and his method of allowing pre-orders helped to get people to sign up before the game actually debuted.

GDC: 2D Boy's Carmel On The Goo Route To Indie Success

[We're covering GDC lots over at the official Gamasutra microsite for the show, but we'll crosspost GSW-friendly stuff here, starting with a couple of Indie Games Summit write-ups, such as this handy 2D Boy one!]

In a keynote at the Independent Games Summit on the Monday of Game Developers Conference, 2D Boy co-founder and World Of Goo co-creator Ron Carmel presented a forthright talk about how to succeed as an independent developer.

One of Carmel's key points for success? "What you need to remember is that you're not starting a company, you're making a game."

Along the way, he revealed a lot of specifics, including exactly how much money his two-man company spent making the WiiWare and PC hit. He revealed that they spent $4,000 on hardware, $1,000 on software, and $5,000 on QA, plus $5,000 for localization and $5,000 for legal fees.

Including living expenses of $96,000, it cost $116,000 for the two years they spent making the game. Even with $60,000 in pre-orders for the PC version of World Of Goo, the 2D Boy duo were each $28,000 out of pocket when the game launched.

Basically, Carmel explained, it's as simple as this - you need to "make a good game" and have something unique about it. But as an astute businessperson, he launched into some very helpful sales specifics. He revealed, via a chart, that 25 percent of all World Of Goo sales in 2008 came from 2D Boy's website, and Steam was a smaller slice.

Retail was only responsible for between 2 and 3 percent of their revenues, and WiiWare was a majority, around 55-60 percent -- though he did note that Steam was a much larger percentage in 2009. Interestingly, on 2DBoy.com thus far, 65 percent of paid PC downloads were for Windows, 25 percent for Mac, and 10 percent for Linux.

Carmel then asked the question -- why go with a publisher? He doesn't believe that publishers are that important for digital distribution, and for 2D Boy's publisher relationships, they started out okay, but after time, "the wedding band started to look something like this," Carmel said, showing The One Ring from The Lord Of The Rings.

He listed his publisher offers -- starting with an $180,000 advance on 10 percent royalties, though the unnamed publisher said it was "not original... a niche product." Then there was a $225,000 advance, then a $425,000 advance on 20-24 percent royalties, and finally a $700,000 advance on 30-35 percent royalties.

But the cost of goods, shipping, and marketing would be deducted from the royalties. That offer also came with the publisher holding rights to DS and XBLA versions, and right of first refusal for sequels. A final offer ended up being $700,000 advanced on a 15 percent royalty rate.

So the 2D Boy duo worked out whether they could beat the $700,000 with a combination of their own site, Steam, and WiiWare, thought they could, and decided to "dump publishers altogether." Carmel concluded, when it comes to pairing with publishers, "don't do it," and suggested a flat-fee upfront deal for regional retail publishers. He also noted that for digital distribution, you should focus on the big guys to get your game into a prominent distribution area -- PSN, XBLA, WiiWare, and Steam.

Carmel did regret the non-simultaneous Western release of World Of Goo, and said it "made it difficult for people to get the game...that enhanced the piracy rate, I believe." But on the piracy end of things, he explained, "Don't bother with DRM...it's a waste of time," noting that the cracked version ends up having a better user experience than the legitimate version.

He also believes that there is no change in piracy rates between their game and other games with DRM. He added, later on in the lecture: "Anybody who wants the game is going to find it on a BitTorrent site. We just don't see the point in trying to fight that."

The 2D Boy co-founder then showed a graph of direct, WiiWare, and Steam sales over time, although not with exact numbers. He particularly noted that a Steam 25 percent-off sale quadrupled the revenues for that week.

Interestingly, total 2D Boy website sales on the Linux release were double that of launch day -- even if you can't make money just from a Linux port, "publicity from the community is huge" for major Linux titles, he noted. The final, insanely large bump was due to the 75 percent off sale on Steam.

In the Q&A section at the end of the talk, Carmel explained that the title had no design document, and a "very iterative process" overall. He claimed that not having a design document "allowed us to create lots more positive things with the game."

He also commented, "Our philosophy was to value design over finances," although this created stress in the game's second year when the two were running out of money.

So what is 2D Boy's next title? According to a comment at the end of the lecture, it's going to be The Sophomore Effect: An Intentionally Mediocre Game.

GameSetPics: 2009 Indie Games Summit - Monday's Highlights

[As GDC 2009 kicks off, the marvelous Vincent Diamante (also the soundtrack composer for Flower!) has been taking some really nice pictures of the 2009 Indie Games Summit for posterity - so here's a quick look at them.]

Ron Carmel kicks off the Indie Games Summit to a completely full room at GDC 2009, talking about the making of World Of Goo and their business and practical lessons.

2D Boy's Ron looking happy, presumably cos he has that really kickass Japanese World Of Goo T-shirt (?) on - where do we get one?

Last year's IGF Grand Prize winner Petri Purho has released Crayon Physics Deluxe, and talked about it in a hilarious Indie Games Summit lecture.

A picture of the 300+ happy indie folks packing the Summit on Monday, the first day of GDC.


Later in the afternoon, Stardock's Brad Wardell explained how the 'core' gaming audience has made his company's titles like Galactic Civilizations II and Sins Of A Solar Empire into massive indie hits.

[You can check out the rest of Vince's GDC pictures over at Flickr, including plenty of other neat snaps of the action so far.]

GDC: Independent Games & Sales: Stats 101 - The Slides

So, one of the main things that I was doing today (the Monday of Game Developers Conference) was presenting a 30-minute Indie Games Summit presentation called 'Independent Games & Sales: Stats 101'.

Since I founded the Independent Games Summit as a GDC Summit a couple of years back, it's been clear that getting good sales data (or at least decent estimates) on indie game prospects on various platforms is really important for creators. And here's the talk description:

"So sure, everyone wants to make a living from independent games. But how much money can you actually make out of PC web, casual, and downloadable indie titles, iPhone games, XBLA, WiiWare, and PlayStation Network titles, to name but a few? What's the royalty and revenue split, how well have some of the highest-profile IGF award winners done, and how well might the average indie do?

IGF Chairman and Gamasutra/Game Developer magazine publisher Simon Carless collates from his sources to examine the cold, hard financial realities of sustaining yourself by making an indie title in today's game market."

This talk, honestly, was a bit overstuffed for a 30-minute lecture, but there was so much important information I wanted to include, and I do believe this is the first time anyone has tried to collate all public sales information and estimate sales ranges from that:

At some point, video and slides combined of this talk should be available to GDC attendees via the GDC Vault, but in the meantime, I've uploaded my slides to Slideshare.net - here's the viewing link, and below are the embedded slides (which you may need to fullscreen to read properly.)

I did my best here, collating from both public and private sources. But I'd love to hear from independent creators to point out anywhere you think I've gone wrong in my estimations - and to offer any more data (on or off the record) that'll help me refine this. So please do ping me if you can help out, and any feedback is welcome.

March 23, 2009

GDC - The Game - Part 1, Monday: 'I'm Stuck.'

[Every day during GDC, Everybody Dies creator Jim Munroe is blogging for GameSetWatch discussing the creative process for the GDC-related text adventure he'll be building for us.

He says: 'This is the first of my daily dev diaries for the text game set at the GDC. Needless to say it is an honor and a privilege, and I hope I don't fuck it up too badly.']

At lunch today Erin Robinson (who made the excellent adventure game Nanobots) mentioned that she was stuck at a point in my last text game and she couldn't figure out the right verb.

While I would like to claim that "guess-the-verb" is a bonus minigame, I largely consider it a failing of my own when people get too frustrated to continue -- especially due to parser limitations, but even due to making the puzzles too difficult.

In Erin's game, one of the nanobots is a built in hint system, and unlike most hint systems, I used it.

For me, this is significant because as a teenager playing text games (including GDC speaker Steve Meretzky's Planetfall and Sorcerer) I prided myself on solving games without hints.

When I have taken hints, I've felt like I've cheated, and it's tainted my experience of the game somehow. Silly as it sounds. But when the game itself includes a system for unsticking you, and it's not a separate menu or walkthrough, then it feels like "in-world" and officially sanctioned.

So in regards to how I can see it working in this game set at GDC is: there's this guy you know. He's been to the GDC since the beginning -- he's a vet. He's able to give you all kinds of information about what you might like to try next, if it's been a certain number of turns without much forward movement.

He's also blaringly obnoxious and hard to ditch. I think I'll make it the default behaviour that he'll come and hint you, but also make there a way for you to dodge him if you want to be hardcore and pure about it.

And no, he is not based on anyone I know.

GameSetInterview: 'The Merits of Novamente's Parrots and the Arrival of Advanced AI'

[Another GameSetWatch-exclusive interview from the ever-neat and quirky Jeriaska, this time he talks to a blue-ish sky AI expert about making virtual pets a bit... smarter?]

As AI developers are convening in San Francisco this week for GDC, another artificial intelligence conference is wrapping up in Arlington, Virginia, a short walk from the Pentagon. AGI-09, the second conference on artificial general intelligence, brings together researchers attempting to create learning, reasoning agents with broad, humanlike intelligence.

Organized by Dr. Ben Goertzel, chief science officer of Novamente LLC, the AGI conference series is a motivated effort to steer research back in the direction of the original intents of AI, namely to make a thinking machine. Goertzel's plan is to inch up the cognitive ladder by incrementally developing more cleverly adaptive pets in virtual worlds and massively multiplayer online games.

This discussion with the AGI designer focuses on the prospects of introducing general intelligence to non-playable game characters. The topics addressed include contemporary examples of game AI and what steps need be taken for game designers to foster MMO environments suitable for genuinely clever artificial general intelligence.

GameSetWatch: In your presentations at various science and technology conferences, such as last year's Singularity Summit and AGI-08, you have brought up the development of virtual pets in games as a pathway to humanlike artificial intelligence. What games did you look at in researching the current landscape of virtual pet design?

Ben Goertzel, CEO/ CSO of Novamente LLC: There are an awful lot of virtual pet games out there, and my daughter has played a good percentage of them. You can look at Nintendogs, which is a Nintendo DS game, or more sandbox style games like Animal Crossing, Harvest Moon, and The Sims 2: Pets. One of the things you see that surprised me is how attached people can become to these pets, even though there's nothing to them. It's a cute picture that moves around according to some pre-programmed rules, yet there is real emotional feeling toward these animals.

GSW: What would you say are the major stumbling blocks of the AI found in the games you just mentioned?

Goertzel: In Animal Crossing or Harvest Moon, the animals are automata. They have deterministic behavior with a bit of randomness thrown in. They cannot adapt or personalize their behavior or learn anything new, so the gameplay is focused elsewhere.

What I have found is that you cannot usually take an existing game and work adaptive, reasoning AI into it. Whatever system of rewards is set up to accumulate money or points in the game would break. This is a big issue for the invasion of advanced AI into videogames because game designers are not used to thinking: What could I do if I had an AI that could learn and adapt, that could surprise the player with different behaviors?

GSW: What might be a good testing ground for the first generation of AGI in games?

Goertzel: The most obvious way to put intelligent pets into games would be in sandbox type games like The Sims 2: Pets. There, you are trying to make money, but if the pets do random, funky, non-deterministic things, that could still be okay. In games that are more tightly controlled, it would be harder to make the animals adaptive without throwing off the core gameplay.

GSW: You spoke at the Foresight Vision Weekend in Palo Alto about Novamente's flocks of virtual parrots sharing a store of knowledge. What is the purpose of having a collective parrot unconscious?

Goertzel: That is part of the secret of making it scalable. The only way on current processors you are going to get hundreds of parrots per computer is to have them share a lot of their knowledge. Anything that two parrots both know should be shared in some abstracted format rather than redundantly, which is of course different from you and me.

Of course, you don't want to have so much collective knowledge that you squelch all the diversity and variance. Each agent in our system has something called a personality filter, which tells us what knowledge from the collective mind to bring into each personal mind. If it's a game where each little girl has her own personal pet, and the charming thing is how each pet is really different, you would not want to overdo the collectivity aspect.

GSW: You have mentioned that part of what allows for adaptivity in your agents is their ability to learn new behaviors through a variety of approaches. What are some of the methods you use now to train your virtual pets?

Goertzel: For one, they can learn through explicit or implicit reinforcement. Explicit reinforcement is like saying, "Good dog!" "Bad dog!" Implicit reinforcement is life lessons: the dog goes without food and learns that's not a good idea. There is also imitative learning: you see what some other agent does, and copy it. That can both be unsupervised (copying because you like copying) or it can be reinforced. Then there is what I call "corrective learning:" you want your dog to sit down, so you push it down. You see some of that if you study yoga or tai-chi. The instructor will actually straighten your body out. That can be very valuable with motor learning in particular.

GSW: Is there a behavior you could look for in an artificial agent that would signal it's an AGI?

Goertzel: It's really not any one behavior, because that could be scripted. It is more the ability to generate new behaviors adaptively and to react to what happens.

Take the example of making friends with an AGI squirrel with its own motivational system. A traditionally scripted AI squirrel could of course be provided with a bunch of rules telling it when and how to make friends with you. But an AI squirrel with its own motivational system and some deeper intelligence tied into that, could make friends with you in all sorts of unplanned, spontaneous ways, and that makes for a lot more interesting gameplay.

But the game environment has to have a fair amount of richness to make this kind of advanced AI worthwhile. For instance, if it happened that there were not many acorns that year in the virtual environment of the game, you could put out food and bowls for them. Right now there is not that much richness to these virtual environments, so acorns are not going to stop falling one year, which leaves AGIs with not that much to do.

There really is not much happening in virtual worlds these days. If you go into Second Life, it's empty and kind of bleak. Part of it is the lack of AI and artificial life--you should have squirrels running around and birds landing on your shoulder.

GSW: In the AGI conference series, have there been any talks that you felt were particularly applicable to the videogame industry?

Goertzel: One of the stronger talks was about the combination of evolutionary and analytical methods for program learning, which is a fairly technical topic. There are many examples of genetic algorithms in gaming, such as in Grand Theft Auto IV, where NaturalMotion used evolutionary methods to evolve natural-looking animations for the characters and the cars. On the other hand, there are plenty of uses of analytical methods in gaming, mostly decision tree models. In a gaming context, you don't see those combined very often. That combination could provide a lot of power to flexible learning, especially in transferring learning from one domain to another.

GSW: You have mentioned that games today are generally too rigid to support the inclusion of general intelligence? How would it be possible to make an MMO for an AGI?

Goertzel: You could make a genuine AGI system that learns through its interaction with the players, where the game would be massively stickier. It would make for a longer lasting game experience because the game would change while the AGIs get smarter and smarter.

GSW: What are the major challenges at this point to making this design concept a reality?

Goertzel: The interesting and difficult question is whether it can be done in an economically viable way. I'm quite confident it can be, but this is where I see the biggest challenge lying. Because the AGI we are running now requires a number of Linux boxes running together to make one mind, just from an economics perspective you can't have a game where each non-player character is an AGI. The real obstacle to be overcome is making the AGI code efficient enough where it becomes economical to put AGI-powered non-player characters in games. In that sense, game AGI is at an early stage of development.

GSW: How much space do they take up currently?

Goertzel: I can run a few parrots on my laptop, but they take up a lot of RAM. This code is at the border of research code and product code, so if you are going to run that on a console or a PC together with a game that is really intensive in terms of graphics, it's not going to work right now. This is why we are focused on MMOGs, because there you can run things on a server.

GSW: How could AGIs operate in an MMO world that is familiar to game players today?

Goertzel: Well, there's a huge number of different ways, of course. Virtual pets are just one example, though they're one I've been thinking about a lot. To put pets in an MMOG you would not necessarily need to make everyone's pet a powerful AGI. You might use pets at the border between AGI and narrow AI, where they could learn new tricks and have some personalized spontaneous behaviors. That's one thing we've been experimenting with already.

Going beyond pets, I suppose that in some MMOGs you could make a few high-level bosses these powerful AGI gods that players did not get to all the time. Maybe each of those gods uses ten servers. They could communicate using some natural language and try to outsmart you, maybe even in some cases succeeding. Because there are only a few of them, it would be more tractable in terms of compute resources.

GSW: These AGI opponents would be more difficult to defeat because they would be picking up strategies from players they encountered?

Goertzel: Exactly. You wouldn't be able to fool them the same way three times. That makes the gameplay really different, because a lot of the time we rely on the fact that you can fool the boss the same way every time you confront it.

GSW: Do you see there being a clear path to putting together the hardware requirements for a school of AGI pets?

Goertzel: It's a very clear path. You would need a lot of hardcore code optimization, taking stuff that we are doing in AGI research projects and implementing it in a more efficient way. That would be aimed at packing a lot of intelligence on something like a single blade server, while using clever techniques to offload some of the intelligence algorithms onto NVIDIA PC supercomputers with a bunch of GPUs. I think it could be done.

[Images courtesy of Novamente. Video from AGI-09 can be found on the AGI-09 website.]

In-Depth: Tetris' Legal Clone War Versus Blockles

[We don't run many articles by lawyers on GSW, but I think this one's worth it, since it has interesting ramifications. The Tetris Company, well known for protecting its property, has taken legal action against VC-funded social games portal OMGPOP, which it believes is infringing on its works, and IP attorney Jed Spencer examines the issue and its ramifications.]

Last week, Tetris owners Tetris Holding and The Tetris Company sued BioSocia, the owner of social games site OMGPOP, and Charles Forman over the game Blockles, claiming that Blockles infringes numerous intellectual property rights of its famous puzzle game.

The suit, made in the U.S. District Court, S.D.N.Y., claims that Blockles infringes numerous Tetris intellectual property rights, most notably copyright of the visual game displays and the Tetris trade dress.

[EDITOR'S NOTE: Tetris is probably one of the most lawsuit-prone games of all time, with multiple lawsuits around the time of its popularity. In recent years, The Tetris Company has been notably proactive in enforcing game rights against 'clones'.]

Absent from Tetris' complaint is any allegation that Blockles copied Tetris' source code. Instead, it focuses on Blockles' graphical similarities and style of gameplay.

While the "idea" of a falling-blocks puzzle game cannot be protected under copyright law, the expression of that idea can be.

Typically, there are multiple, separately-protected layers of copyright protection in video games. Copyrightable material ranges from the actual lines of source code to characters, sounds, songs, video clips, and artwork included in a game.

In addition to registering the underlying code for its game, Tetris owns multiple copyright registrations for the audiovisual displays in its games.

In order to prove copyright infringement, Tetris must show that the owners of Blockles had access to a Tetris game to be able to copy Tetris’ visual elements and that Blockles’ visual elements are substantially similar.

Unlike copyright, trade dress rights don't subsist from the moment of creation. Like trademarks, trade dress rights arise from use. Trade dress in a video game is best defined as the overall appearance of a game.

In order to establish trade dress rights in product designs, the trade dress must acquire "secondary meaning," That is, consumers have come to associate the "look and feel" of the product with a single source -- Tetris, in this case.

To prove trade dress infringement, Tetris must articulate the elements of its distinctive trade dress, show that it has acquired rights in those elements as a whole and that the overall appearance of Blockles is likely to cause confusion in consumers as to the source of the game (i.e., consumers may believe that Tetris created Blockles or granted a license to the owners of Blockles).

The elements Tetris has detailed as its distinctive trade dress are:

- "Geometric playing pieces formed by four equally-sized, delineated blocks;"
- "The long vertical rectangle playing field, which is higher than wide;"
- "The downward, lateral and rotating movements of the playing pieces;"
- "The appearance of a shadow piece at the bottom of the playing field matrix to indicate where the Tetrimino will drop;"
- "The appearance of a trailer effect after the Tetrimino during a 'hard drop' command;"
- "The display of the next Tetrimino that will fall down the matrix in a small box next to the playing field;"
- "The disappearance of any completed horizontal line;"
- "The display of a flash effect when a completed horizontal line disappears;" and
- "The subsequent consolidation of the playing pieces remaining on the playing field as a result of the downward shift into the space vacated by the disappearing line."

While one of these features alone would probably not be enough to show that consumers associate it with a single source, Tetris is hoping to prove that taken together, these elements can only point to Tetris.

Regardless of the outcome, this case illustrates an important point. Even in relatively simple video games like Tetris, there are many forms of intellectual property present.

As a developer or publisher, understanding how these rights are created and enforced allows you to potentially avoid infringing others' rights and provides insight of how best to protect your own intellectual property.

[Jed Spencer is an attorney with Ober|Kaler, a firm that frequently works with video game companies at all stages of product development.]

March 22, 2009

GameSetIntroduction: Jim Munroe's GDC 2009 IF Experiment

Ah yes, so with the start of Game Developers Conference 2009 just hours away, we promised that we'd reveal our guest blogger for this week's conference, and just what they'd be up to.

For those who recall, for last year's GDC, we recruited Waxy.org's Andy Baio, who reported in a a guest 'Web 2.0/geek culture/game culture crossover' observer stylee - Harmonix Vs. Jonathan Coulton, and all that good stuff.

Well, this year, our guest blogger - who will hopefully be posting daily on his GDC experiences - is Canadian author and game creator Jim Munroe, whom, as his Wikipedia page explains, is a former editor at Adbusters Magazine and a HarperCollins-published author ('Flyboy Action Figure Comes With Gasmask').

Nowadays, he works on DIY interestingness under his No Media Kings outlet, and does a lot of neat things in the video game area. For example, he runs the Artsy Game Incubator project, which combines non-game artists with easy to use tools to make really neat art(sy) games.

In addition, his poignant illustrated text adventure, 'Everybody Dies', took third place at IFComp last year and picked up a number of honors, including being named by Variety and Gamasutra in game of the year countdowns, and an A review from The Onion AV Club.

Anyhow, what's he doing here? The deal is that Jim is going to write about the things that happen to him at GDC and what he finds out, and then he's going to use that as inspiration to write a text adventure with some kind of Game Developers Conference theme, heh.

(We're imagining that this week's regular posts might give him the germ of the idea, and then he'll post irregularly in April as he puts it together, and then by the end of that month, it'll be ready to play and we'll post it online. Or that's the plan. Keep checking back to see how we do!)

COLUMN: 'Game Mag Weaseling': Mag Roundup 3/20/08

['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.]

Edge%2Bfronts.jpg

The 200th issue of Edge (which I write more about after the cut) arrived in my mail this week. It reminded me of all the reasons why I love Edge and would continue my subscription to it even if I weren't writing this column, but it's worth putting down an extra word or two here about their well-publicized massive 200-cover split run.

Despite what readers may think, it's actually pretty simple to do a split-cover run like this. Magazines do it all the time, occasionally producing different covers for different regions. Tips & Tricks, for example, did a Canada-only cover one month in 1998 -- their main strategy guide was for a game based off the TV show ReBoot, which was only running live up north at the time. I probably would never have been aware of this fact if it weren't for EIC Chris Bieniek himself being nice enough to give me a copy. Thanks much.

I think EGM's Super Smash Bros. Melee was the largest split-cover run in game mags until now, a record held before them by Official PlayStation Mag and their Def Jam: Fight for LA 20-cover collector's nightmare. Edge's cover selections are nothing all that special when taken individually -- basically, pieces of clip art on a simple color background -- but in terms of drumming up hype for the mag, I think the split run's already served its purpose. (You'd have to be nuts to collect them all, though, because -- assuming an even distribution of all covers and checking Edge's ABC figures and sub rates -- there are likely only 120 or so of each one being distributed.)

My favorite of the covers, despite all the nostalgia of the first 199, is still #200, the subscriber-only piece:

Edge April 2009

edge-0904.jpg

Cover: Many

If you're going to do a commemorative issue, this is the way to do it. There's the requisite "best 100 games to enjoy today" feature, yes, capped off by a six-page love letter addressed to Zelda: Ocarina of Time (the subject of four out of the 200 covers). But that's the only really trite, predictable thing here.

Many other features dovetail very elegantly with Issue 1, interestingly enough. There's the interview with Trip Hawkins about EA and 3DO, which was the subject of #1's main feature (already, even at the time, highly skeptical of the Interactive Multiplayer). There's four Brit-devs chatting about how games will change over the next 100 issues of Edge, following up a similar discussion the mag organized for #100. There's an interview with Yuji Naka about his work, concentrating on the mid-1990s.

There's another interview with Ted Dabney, the guy who co-engineered Atari and Pong with Nolan Bushnell but never talked to the press about it much until now. There is -- and this is my favorite -- a feature that collects quotes from the past 199 issues, including such winners as "3DO is the videogame future" and "A rejuvenated Mac games market is there for the taking" (that one's from 1998!). There's Phil Harrison and the former SCEE head discussing the history of the PlayStation, complete with all sorts of lovely concept art and controller models.

In sort, this is the first "anniversary" issue since GamePro's 200th in 2005 that I am really, really amazed at. Everyone should buy one. (Or 200.)

Nintendo Power April 2009

np-0904.jpg

Cover: Pokemon Platinum

The subscriber edition cover looks pretty bland this month compared to the newsstand version. Maybe there coulda been something better done here, like a large map or a hum'rous anime screengrab or somesuch. I dunno. Just not a picture of a Pokemon with some photoshop effects applied to the background. At least the interviews in the included feature are interesting -- you never heard enough from the devs for these projects, for some reason.

A great deal has already been said about A Boy and his Blob on the net, so I won't go into how pretty this hot-sclusive preview is in the mag, but you should have a look.

Game Informer April 2009

gi-0904.jpg

Cover: BioShock 2

There is a poster pull-out advertisement for BioShock 2 tucked right in between the opening spread for the BioShock 2 hot-sclusive preview feature. Is this proper? That's your homework assignment for this week, gents. I'm not sure Shoe woulda allowed it in EGM, however.

The two features are ok as always (the printing is a little off in my copy of the magazine and both features have white text on colored backgrounds, making them hard to read), but the Game Infarcer april-fool section is the highlight for me, from the Yuji Naka editorial pleading for hedgehog death to the blockbuster review of Shenmue III (finally!!!).

Official Xbox Magazine April 2009 (Podcast)

oxmus-0904.jpg

Cover: Wolfenstein

Rad cover art, brah! The feature inside is ok enough, too, but the fun features that follow -- what your gamertag says about you, and some crazy 360 modding stuff -- are more entertaining.

PlayStation: The Official Magazine April 2009

ptom-0904.jpg

Cover: 150 new games

Woohoo lots of tiny previews! The features on Riddick and Singularity are way better.

Play April 2009

play-0904.jpg

Cover: Kingdom Under Fire II

The news section this month includes a piece where "cord" is repeatedly misspelled "chord." Ohhh, Play!

Game Developer March 2009

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Cover: FarCry 2

Ohhh I'd never forget GD! The "dirty coding tricks" feature is actually a pretty amusing collection of geek anecdotes. I am not sure if it's online, but if it is, I am almost 75% certain that Simon will insert a link to it for me right...here! [SIMON'S NOTE: it's not online yet - soon!]

[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.]

GameSetLinks: The Queen Of Wishful Thinking

[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.]

This'll be my latest set of GameSetLinks before GDC, and I'll actually be a couple of weeks behind on RSS when I get back to it next weekend, but hey, needs must as the Moscone Center rides, or whatever.

In the meantime, here's a marginally bumper link round-up that includes, among other things, a great chiptune history, 1UP's new indie blog in full effect, Charlie Brooker on the British games industry, and lots more besides.

Clunk click clack:

Journal Of Transformative Works: 'Endless loop: A brief history of chiptunes'
Completely brilliant history of chiptunes article - via Grand Text Auto.

GDC Heads Up: Prove I Was There » PixelVixen707
Some ARG-related weirdness here!

1UP's Free and Indie Gaming Blog
Sharkey joins the Parish and Barnholt niche blog dream team for a stab at an indie games blog, HURRAY.

Joystiq: Weathering the economic storm: Start-ups speak out
Nice piece by ex-Gama editor Jason Dobson on how developers are faring in the rough economy.

Charlie Brooker: If videogames are to become as popular as TV they need to exploit our humblest fantasies | Comment is free | The Guardian
'The resulting lack of mainstream coverage means that, despite being about 10,000 times more successful than the British film and TV industries combined, the British videogames industry continually balances a pathological inferiority complex with a wounded sense of pride.'

The Plush Apocalypse » Blog Archive » You got some narrative in my system. Hold on, I’ll get a paper towel.
'It’s interesting to me to think about how to build systems that encourage the player to narrativize their experience - to view their play as an exciting story that they have had, at least in part, some hand in creating.'

Roflopolis - NCSoft Europe's Xmas 2007 ARG
Wow. This is insane, and cool, but quite over the top. But COOL!



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

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

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


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