Showing posts with label game industry. Show all posts
Showing posts with label game industry. Show all posts

Thursday, June 4, 2015

Local level design, and a history / future of level design

Right-side modified from “Unscaping the Goat” (Ed Byrne, Level Design in a Day @ GDC 2011)
This is adapted from my GDC 2015 talk "Level Design Histories and Futures" and resembles a similar but much shorter talk I gave at Different Games 2015. By "level" it means "level in a 3D character-based game", which is what the industry means by the word.

The "level designer" is a AAA game industry invention, an artificial separation between "form" (game design) and "content" (level design). The idea is that your game is so big, and has so much stuff, that you need a dedicated person to think about the "content" like that, and pump it all out. This made level designers upset, since they were a chokepoint in the game production process and everyone blamed them if the game was shit. To try to bypass this scapegoating, level design has changed over the past decade or two, from something vague / loosely defined, to something fairly specific / hyperspecialized.

What is the shape of this level design, what did it used to be, and what else could it be in the future?

But first, let's talk about chairs.

Friday, November 15, 2013

Games without gamers; imagining indie game developer futures


Indie developers think about money a lot, and whether game development can sustain them. If you've managed to make a good living with selling your game on Steam, that's great and I'm happy for you. Now what about the rest of us? What if a game developer can have a different relationship with society, outside of a market model where self-identified hardcore gamers buy and consume stuff on Steam or in bundles?

There are two kinds of indie game developers: the ones who wanted to break away just from publishers, and the ones who want to break away from the game industry as a whole. A lot of the latter involves convincing gamers as well as the huge vast world outside of self-identified hardcore gamers to change their attitudes about what kinds of games are worth playing, worth making, and worth supporting.

What if we take games, but re-frame them in other terms with other values? What if couples commissioned games for weddings, or what if communities built games to celebrate their histories? What if games were a form of journalism? I think the first step towards making these games happen is imagining how they can happen, so here's a bunch of possible game developer futures:

Monday, August 12, 2013

Ludonarrative dissonance doesn't exist because it isn't dissonant and no one cares anyway.

"I'm a living breathing person... but I'm just going to stand frozen in this spot forever. Also, I'm a tortoise."
I complained about Bioshock Infinite before. Here, I complain some more, because I really can't get over how bad this game is. Hopefully this'll be the last complaint post. I'm sorry.

Clint Hocking famously coined "ludonarrative dissonance" to describe moments when what's happening in a single player action game doesn't fit with what the game is telling you is happening -- maybe it's just plain wrong, maybe the tone doesn't match, or maybe the game thinks this thing is more interesting than it is -- either way, it doesn't quite work.

It's when you realize your sympathetic handsome male player character is a sociopathic mass murderer, or maybe when a character in an RPG "dies" despite having already died and revived dozens of times before, or maybe the brief instance when an elite soldier NPC glitches in the middle of a doorway despite all the boring game lore dumped on you. Sometimes it's intrinsic to making a game about killing people, sometimes you hope fridge logic kicks in, and sometimes it's a technical quirk you forgive.

But I feel like that theory doesn't explain what actually happens out in the field: if Bioshock Infinite was forged entirely, purposefully, from solid ingots of 100% pure ludonarrative dissonance, why didn't this annoy the shit out of everyone? Isn't ludonarrative dissonance supposed to be jarring and horrible? Why was the unusually unified critical response to Binfinite something like, "wow this game is colossally stupid," but the mainstream response was, "this is amazing"?

So I have a new theory -- most players do not find dissonance to be dissonant, and therefore ludonarrative dissonance doesn't really exist.

Sunday, July 7, 2013

How a "Last of Us" art dump thread teaches "vision."


At Polycount, Rogelio Olguin posted an art dump of some environments from The Last of Us, as well as some notes on his environment construction process. All of his posts are worth reading, but I'm going to copy the part that really stuck out to me:
"One thing I hold true is that one texture will not make things look awesome. Imo well balanced shaders will. I think we are starting to move away from this one texture looks sick. Like the below textures are kind of boring alone but together it looks sweet. I really do not think anything we did in ND is "special" it just well balanced from good forms and composition (Modeling) to materials treatments (texturing)"
This shift in AAA art workflows, from focusing on individual art assets to thinking more holistically about how shaders, lighting, and art direction work together -- I think most AAA-affiliated 3D game artists agree with that in concept, but a cursory look around the Polycount forums shows that many of them still focus on honing one perfect asset for one screenshot.

Part of the problem is a games industry that demands certain types of presentation, style, and specialization in portfolios. ("To work here, you must have one normal-mapped sci-fi crate prop, with perfect topology and no wasted UV space.") But I think most of this problem stems from a lack of vision.

Friday, June 21, 2013

"Press F to Intervene": a brief history of the Use Key Genre

There are NO *detailed* spoilers for BioShock Infinite in this post, so relax. I try to speak in a really general / vague way about what happens in the last third of the game.

Can a game about picking the right hat to decrease your machine gun recoil by 45.2% -- can that game reasonably do the work of talking about what it's actually about, much less talk about what it thinks it's about?

No, of course not.

But if there's one image from BioShock Infinite that I'm going to remember, it's this:

Friday, March 29, 2013

Post-partum: #lostlevels 2013


As 1/4 of the organizing force behind Lost Levels (the other 3/4 being: Harry Lee, Fernando Ramallo, and Ian Snyder), I'd like to talk briefly about it.

It went really well. Like really really well, much weller than I ever thought it could've went. At least 150-200 people showed up, and we had about 50-70 speakers in the end. Thanks everyone.

I'm sure all attendees and speakers have different takeaways from Lost Levels: on the power of organization, the ultimate uselessness of Powerpoint, why GDC must be destroyed, why GDC must exist, etc. At the very least, I'd like to think we succeeded, to some degree, to break down a sense of "exclusiveness" and unreachability among all game developers and players.

As a former modder, I occupy a strange space in the game developer ecosystem: my background is in AAA tools and techniques, but my politics and interests will often clash with AAA politics and interests. I can't identify completely with the more militant indies nor more militant AAAs. However, I do think militancy has a crucial purpose, and that purpose is to move the middle to a better place, and right now I think that place is toward those who have the gall to align themselves with the forces of human empathy.

Now, all throughout Lost Levels, I felt very conscious of this appearance that we're "against" GDC. Again, we are not against GDC; rather, we are against a pervasive system and mindset that prevents GDC from changing for the better. A giant corporate conference structure has strengths, but it also has very real gaping flaws -- its expense forms a prohibitive cost barrier that fundamentally limits the diversity of voices who supposedly represent all game developers, which enforces a monoculture of ideas and works. Monocultures kill games.

My main takeaway from Lost Levels: we all possess some degree of power. We must simply exercise it collectively, decisively, and tenderly.

Thanks for participating and see you next year!

(As a reminder: I am only 1 of 4 Lost Levels organizers and my opinions do not necessarily represent the rest of the organizers' opinions; it's okay if you disagree with me, you will still always be welcome at all Lost Levels existing and imaginary, whether I'm helping to organize it or not.)

Friday, January 25, 2013

More talk, more rock: on algorithmic game narratives, speculative narrative design futures, and "Shakespeare."

by Nexus

Last time, I wrote about procedural narrative in the context of "process intensity." Here, I expand more on designing the procedural / process part.

Back in an expertly-conducted 2011 Rock Paper Shotgun interview, Dan Pinchbeck argued that game development culture unnecessarily separates narrative from the rest of a video game:

"I just want story to be talked about as a gameplay element that sometimes isn’t there. It’s part of the set of tools that a game designer uses to create an experience – and it should be thought of along the same lines, as physics or AI or something more mechanical."

We have physics engines or texture libraries, so why don't we think of narrative as a modular "asset" or "engine" or "library" to be swapped around as well? Why can't narrative be more "mechanical." Where's all the narrative middleware? (Storybricks doesn't seem to be doing too well, unfortunately. I also don't agree with them, that proc narrative is mainly an AI problem...)

Monday, November 26, 2012

Radiator Blog: Three Year Anniversary


Wow, I've been blogging here for about 3 years now. This blog is now approaching the end of its toddler years. Much like last year, and the year before, here's a "greatest hits" compilation of this past year's posts:

(Oh, and feel free to have some cake. Forks and plates are over there, on the table.)

GAME ARCHITECTURE CRITICISM

COMMISSIONS
  • Level With Me, a post-mortem. A Portal 2 mod I did for Rock Paper Shotgun. The level design is some of my better work, and I like the idea of game journalism in the form of games, but it seemed somewhat cooly received. I have to conclude that it must simply be not as good as I think it is... or that Portal 2 players are super lame.
  • The Future of the FPS, written for PC Gamer UK in issue 240. A short essay and list of really cool indie FPS games and how they're changing the genre, kind of the basis for my later RPS series. Thanks Graham!
  • A People's History of the FPS. A three-part essay series for Rock Paper Shotgun that argues mods are transcending their video game bodies, becoming genuine culture that is increasingly independent of the products that they're meant to be "modding" and adding value to.

ON GAME NARRATIVE
  • The myth of psychological realism in narrative. Argues that thinking of fictional characters as "people" is meaningless for a writer. It is much more useful to write by thinking of a character as a vehicle for plot, and let the player fill-in character for themselves.
  • Dishonored fails as an immersive sim in its first minute. The simulation should be "immersive" -- meaning, the scope of it should be consistent and everywhere. Scripting special cases goes against this genre dogma.
  • Dishonored uses the Heart to lie to you. You'd expect the Heart to be an unreliable narrator of some sort, but it doesn't lie to you with narrative -- it lies to you through gameplay and psychological framing.
  • "Stair K": architecture criticism, Thief, and a coffee maker. Situates Thief as dialog on social class and urban architecture. (e.g. stairs are invisible to rich people who take taxis, not subways, and frequent buildings with abundances of elevators) It argues that in Thief, stealing is framed as an ethical act because the rich deny the truth and infrastructure of cities.
  • Thief 1's "Assassins" and its environmental storytelling. I really hate the type of analysis that just thinks of game narrative as a static text that you read -- game narrative is also a game design tool, a way to make the game better to play. Games tell stories, yes, but those stories tell games too.
  • What do simulations simulate? Argues that a simulation gap is important for framing a narrative.
  • The structure of Sleep No More (part 1, no spoilers) and (part 2, detailed and spoilery). You paid a lot to see this damn show everyone's raving about and now you're inside, on a timer. Are you going to spend your valuable time (a) reading faint scribbles on random pieces of paper under a dim flickering light-bulb or (b) follow the crazy naked people who have an interpretive dance orgy in a blood-smeared disco?

    I still think a lot of "game critics on Sleep No More" like the idea of it more than how people actually consume it -- unfortunately, reading is boring and performance is captivating. So I argue the readables function as set dressing to assure you of the production's expense, not to serve as barely coherent narrative in a familiar plot that's hundreds of years old. Of course, the dancing's fantastic, but I guess it's hard to argue for the value of dance to gamer culture.
  • Rule Databases for Contextual Narrative. On modding Valve's dynamic self-branching conversation system and using it to author dynamic self-branching narrative, and how Emily Short's already doing something like that, naturally. I think it's one of the more promising directions toward a holy grail of procedural narrative.
  • Balls and conversation: let's narrativize the sports genre. I really love baseball movies, but I'm really bored by the focus on statistics, which is probably why Moneyball sucked. There's a rich tradition of sports narratives in film and literature, but in video games it's conspicuously absent. Let's change that.
  • "Do you think shooters take themselves too seriously?" We watch blockbusters in a special way, I think, but the gulf between action films and action games is this: the films are structured to be human and sympathetic, but games are sociopathic and mean. This is a game narrative writing problem.

ON GAME CULTURE
  • Frog Fractions should really win something at the IGF.
  • On appreciating the UV texture flat as fine art. Here, I propose three aesthetic modes for enjoying texture flats on their own merits and glorifying them as authentic game art, rather than the silly concept art we parade as game art. I later re-wrote this piece for Game Developer magazine, as "Loving the Bones."
  • Desperate Gods and rules-forcing in games. Pretty recent, but I think it's a good summary of current thought on the issue -- if you can play a game of Starcraft in your head, and Starcraft exists fundamentally more as a mental construct than a product, then why can't we just argue the rules of Starcraft in the same way we interpret and amend the laws of board games.
  • On grad school for games / what studying at Parsons was like. Imagine a cohort of game developers from all around the world, and 50% are women, and 10% aren't straight people. Parsons is like the rainforest: diverse, beautiful, and vital to the global ecosystem -- but it's also humid, with lots of insects everywhere, and it's constantly in danger of deforestation. It's not for some people, while others will really grow to love it.

GAME CONFERENCE / FESTIVAL NOTES
  • Why Indiecade is the best games conference / festival I've ever been to. It might sound like hyperbole but it really isn't.
  • I spoke at Games for Change this past year, on LGBTQ attitudes and developers in games. It went great. I began with "I'm Robert Yang, and I'm a practicing homosexual" -- and the entire auditorium erupted in applause and cheering. It was an amazing feeling.
  • Notes on the Games for Change industry. Fun fact: I got into an argument with a G4C speaker in the comments. His stance -- yeah the games suck, but people want to put a lot of money into this, so just accept it. My stance -- art should be a free or reasonably available public good, not a product.
  • How the worst part of the game industry uses PAX East to teabag your entire face with its cancerous scrotum. I encourage everyone to go to at least one big mass market game convention, because that's when you will know what "indie" really means and you'll realize how small, puny, and insignificant we "video game intelligentsia" really are. The sheer amount of money being thrown around in this industry is insane -- the money spent on a 20-foot tall Blops booth-complex, blaring out noise at a regular interval, is a huge contrast to the humility and humanity of indie game culture.
  • What were the main trends of GDC 2012? A look-back on what happened and what stuck out as significant.

    UNITY TUTORIALS / RESOURCES
    • Shader-based worldspace UVs ("triplanar") in Unity. The worst thing about BioShock's environments is the cookie-cutter feel of the game architecture, the result of modular building in game engines today. The scale and proportions don't feel human or plausible. To me, one answer is to embrace old school BSP construction techniques with procedural UVs so that you can scale your primitives to arbitrary sizes without texture stretching.
    • How to integrate Unity and Twine. Notes on Unity's web player JS hooks, and how that can feed into Twine's JS, or any webpage's JS, really.
    • How to dig holes in Unity terrains. How to use depth mask meshes to selectively mask geometry, then disable the terrain collider temporarily.
    • The best Unity tutorial writer in the world. He really is. I'd pay him to write a book, in fact, but unfortunately I'm poor.

    Sunday, May 6, 2012

    "What were the main trends of GDC 2012?"

    So I checked my spam folder and found out I'm signed up for this thing called Quora, which wanted me to answer the question, "What were the main trends of GDC 2012"... which I found compelling because lately I've been wondering, who writes game developer history? Who decides "what happened" and where? What goes in the Wikipedia entry?

    Here's how I answered, with a heavy indie bias. I invite competing accounts in comments or on the Quora thing if you happen to have a Quora thing:

    What were the main trends of GDC 2012? 
    Like, what were people talking about? What was on their minds?

    Tuesday, April 24, 2012

    On "Joiner", detail, and greeble.

    Joiner is a command-line pre-compile brush generator by prolific TF2 mapper Timothy "YM" Johnson; you make several brushes to represent the volumes of your rooms, run your VMF through it, then out comes another VMF with all the struts and support beams built and textured for you.

    I find Joiner fascinating because it's also (an unintentional?) commentary on TF2 design styles: rooms are still composed mostly of simple rectangular planes that join at 90 degree angles -- that's the actual functional level geometry, but a typical player would recognize that as undetailed and thus as an unfinished / crappy map. What Johnson has made is not a "make level" button, but rather a "make detail" or "stop players from whining" button. The purpose of these struts is to cover the surface in a sort of greeble, so the player won't be distracted in comparing its perceived quality against other maps with "better" detail.

    Surface detail is a paradox. It is "necessary" to exist in front of the player, but it exists to be more or less ignored.

    Saturday, April 14, 2012

    How the worst part of the game industry uses PAX East to teabag your entire face with its cancerous scrotum.

    (I attended PAX East on a scholarship from the IGDA, for which I'm grateful. They also facilitated a lovely lunch with Tom Lin of Demiurge Studios, some neat studio visits, and other things. Thank you IGDA.)

    (Also, a warning: this gets pretty dramatic, but I hope it comes off as honest.)

    First, understand that PAX East is actually made of two conventions. Literally, a gigantic wall divides the analog (card and board games) from digital (the video game industry).

    In game design, it's popular to say that analog and digital games are the same at their cores, because they both depict systems -- and PAX East is the place where all that rhetoric utterly falls apart. One side of the convention floor is a quiet and personal pastime, the other is a deafening business. If you're a games academic or optimistic indie, this dissonance will test your faith, because here the game industry teabags your entire face with its cancerous scrotum.

    For sure, there are good parts of the game industry. But here, it is clear that the bad parts still completely control the entire body, erecting giant temples to its glory. Me and many indies felt alienated, and relatively alone in our alienation. This is the weekend when you're painfully reminded that Anna Anthropy's idealism remains mostly just idealism. (... for now.)

    Sunday, February 19, 2012

    Unmanned, by Molleindustria

    I'm a bit late to the party, but Unmanned is probably one of the best games I've played in a while.

    It's a fantastic use of interactive fiction / first person sensibilities (some of which I'm going to steal) with innovative use of split-frame and achievements, contemporary relevance but also rather personal narratives... it's got everything.

    If you're upset that it's not subtle enough, consider all the noise it's trying to combat, all by itself. You don't bring a toothpick to a knife fight, folks. Also, in case you missed it the first time, check out this game's distant cousin, "maybe make some change."

    Funny how similar the premises of these two games' methodologies are: that text and only text can adequately communicate the psychological damage of modern warfare, and militaristic first person games thrive on the lack of text and introspection.

    Pop music doesn't care whether you think it's authentic, though.

    Tuesday, November 22, 2011

    Process as pastime

    This post will be published (or so I'm told) in new media journal Switch v28 but I'm just cross-posting it here since that might take a while. I was asked about "process." I came up with a rant of sorts, that basically attacks everyone except Glorious Trainwreckers / Pirate Kart people. Please don't be offended; polemic is just too much fun to write:

    “Process” is a heavy word in video game design.

    It refers to procedurality, the ways in which a computer manipulates or generates data. It also refers to proceduralism, the idea that a video game is a formal system of rules and interactions, not a narrative nor a simple toy. Most often, it refers to the iterative process, the act of prototyping over and over again until the game is least awful. The game industry and nascent game development schools they sponsor would have you believe that best practice involves mastery of all three. They want you to think the act of making video games is some sort of art or science, an arcane magic performed only by hyper-literate and experienced masters.

    And they're right. For now.

    Friday, November 18, 2011

    On the first person military manshooter and the shape of modern warfare.

    from "Photographs of the War in Afghanistan"
    I alluded to this during my RPS interview with industry veteran Magnar Jenssen -- how I went to "The Shape of War," a small panel hosted by Geoff Manaugh (BLDGBLOG) about "spaces and technologies of conflict" in the 21st century. This post is more of a detailed write-up about it, and how I think it applies to games.

    The main message, coming from a war photographer and national security journalist, was a decidedly ethical message: Today, war is invisible and nearly impossible to photograph. And that is a dangerous thing.

    So if you ever see a photo of a guy aiming a rifle, remind yourself -- that's not war.

    Instead, they argued that war is an agonizingly slow, decade-long game of chess. War is the US spending billions to magically airdrop and sustain a city of 45,000 people in the middle of Nowhere, Afghanistan. War is a guard tower built next to a tennis court. War doesn't take place on a battlefield, but a "Battlespace" that encompasses every facet of modern life. War is an unmanned drone with 96 cameras, sending back footage for 200 intelligence analysts to dissect before going home to eat pancakes. War is a cheap internet router that may or may not have fed data to Chinese intelligence agencies (EDIT, March 2017: finally updated this link to not go to a weird conspiracy blog).

    Thursday, October 14, 2010

    EA Louse, etc.

    It doesn't matter whether EA Louse is real or not, because real bonafide actual artists experience this every day. Here's the most thoughtful discussion of it you'll find on the internet, by actual industry artists: http://www.polycount.com/forum/showthread.php?t=77465

    Now, why isn't Gamasutra or Kotaku talking about this? Mandate from EA not to talk about it? Not enough "facts"? (That's never stopped either site before.) There's so much to cover here that it's mind-boggling:
    • Outsourcing in the game industry -- inevitable, IMO, the jab at EA Shanghai strikes me as a little racist, and not the "fun" kind of racist either
    • The nature of upper-level management in the industry, still a boy's club
    • Work cultures at certain developers, expectations of voluntary overtime
    • Auteurism in the industry, is David Jaffe right?
    • The boom and bust cycle in the industry
    • Workers' rights in the industry, unionization?
    • Profitability at EA vs. profitability elsewhere; Warhammer had 300K 150K subs (with no advertising at all) and it was a "total failure" while Eve has 200K (?) subs and it's funding 2 more games and continued operations at CCP.
    ... all these issues, and there's more or less a media blackout on it, it seems? I mean, I hope they're just waiting to get something comprehensive on this, because the total silence is deafening. Is this the state of games journalism today?

    Saturday, July 10, 2010

    On Game Reviews + Games Writing + Sports Writing Is Cool

    Did anyone else read the "Blacklight: Tango Down" review at Eurogamer? My god. I mean, I don't intend to bite the hand that feeds me, and I definitely don't want to defend a game I haven't played / looks mediocre anyway, but I'm afraid I'm going to have to risk an ungrateful nibble here:
    "All the major functions are present, correct and mapped exactly where you'd expect to find them."
    So it copied Halo's control scheme on the X360 -- or, as we would say in PC-land, it has keyboard bindings! Awesome.
    "The sprint feels a bit sticky..."
    I don't know what this means. When you sprint, you stick to surfaces? When you sprint and let go of the button, you continue to sprint? When you sprint, sticks fly out of your screen and poke you in the eye?

    Must game controls necessarily feel responsive, or can they be "sticky," whatever that means, by design? (e.g. in Team Fortress 2, the Heavy's slower aiming / movement when firing the minigun) Would you criticize the Heavy Weapons class for moving too slowly, or the Scout for moving too quickly, or the player character in the Graveyard for handling like a shopping cart -- when it is all by design?

    If a playtester ever told me that the "sprint feels a bit sticky" or that I had to "tighten up the graphics", I'd probably stickily sprint off to the front of the nearest speeding bus.
    "... but the genre basics are pretty much as they should be."
    By using the word "but" after talking about sticky sprinting, the reviewer flags this as a compliment. I thought the problem was that this game was too average, and now suddenly it's good that this game follows conventions? And why is it necessarily a strength that the game keeps to "genre basics"? The tone of this review keeps going back and forth between "not different enough from AAA games" and "not similar enough to AAA games." Which is it?
    "... it's only really co-operative in the sense that you're playing alongside other people." 
    I understand what the reviewer means, but still -- this is an amazingly dumb thing to say because cooperative play means... well, playing alongside other people. It's like saying "it's only singleplayer in the sense that you play by yourself."

    But here's the part of the review that originally got me thinking, "what the hell is he talking about?!"...

    Thursday, July 8, 2010

    GeoComp2: Demon Pigs Go Hog Wild, by Charon + the brief and unremarkable history of the non-photorealistic FPS


    (GeoComp2 posts feature Quake 3 levels with outstanding geometry inspired by modern architecture practices; unfortunately GameSpy deleted the original GeoComp2 pages, so these blog posts are an attempt at creating a historical record.)

    Demon Pigs Go Hog Wild, by Charon, is an extremely difficult-to-find anomaly from the competition. (Fortunately I've tracked it down for you.) It seems like the community spontaneously forgot about it upon its release and it never really garnered much play -- which makes sense, as it's calculated to be utterly disorienting, using only 2 colors to create a strobe-like effect as you move through the level. (EDIT: I'm told Fileplanet is shutting down, so I'm mirroring the ZIP on Dropbox.)

    It was an experiment more than anything, using the new cel-shader functionality that Randy "ydnar" Reddig (fun fact: he also worked on Marathon Infinity and designed an Adam Foster-esque easter egg for it) implemented in the Quake 3 level compiler tools Q3Map2.


    The result is an aesthetic that emphasizes the rhythm of lines and silhouettes, and serves as one of the earliest (and probably best executed) uses of a cel-shading style in an FPS. Charon only used two colors, and yet his level is still pretty readable: you can discern walls, floors -- the ribbing on a recessed wall indicates a jump-pad at its feet -- and the bold white chunks of wall serve as potent landmarks. Exposing the net of triangle mesh along the floor and walls was also an inspired touch; a lesser designer (like me, maybe) would've painted a black and white tile texture or something instead.

    Of course, it's still pretty unplayable... BUT. Looking back, it's understandable why there was a brief period of experimentation in this direction. It was the promise of something new...

    Thursday, June 24, 2010

    Games for Windows should be banned from all computer games forever.

    I realize the quality of my blog posts is rapidly plunging (I promise I'll actually write something good in the next week) but the fact that I have to spend the first 20 minutes of BioShock 2 -- not actually playing, but configuring all these stupid profiles and DRM keys -- is simply mind-numbing. Things like this are what make people militant.

    If this is the way the big publishers are going, then there's never been a better time to support indie games.

    Thursday, March 18, 2010

    Operation: Get a Job at GDC (Part 2)

    This is part 2 of my adventures in job-hunting at GDC 2010. Last time, I was disappointed by the small number of actual studios in the GDC "Career Zone." I had some okay encounters and some pretty embarrassing cringe-inducing encounters.

    And then I went to see Valve.

    They weren't in the dimly lit, half-abandoned "Career Zone" ghetto with all the other booths. They were a 4 minute walk to the complete opposite side of the show floor in the quiet, austere, and intimidatingly ambiguously named "Business Area." (What kind of business?!)

    This part of the floor was profoundly deserted and I felt like some sort of trespasser, but then I checked for my balls (yeah, still there) and decided that someone would yell at me if I wasn't supposed to be there. Then I saw it -- in the center of the maze was the "Steam-plex," complete with interview rooms and a lounge and a reception and food table and whoaaaa. It was more than a booth -- it was a mobile office, an outpost, a citadel. I wish I thought to take a picture.

    I didn't expect to get anywhere, given my dismal results talking with Crytek and Bethesda. I prepared myself for blank, vacant stares followed by me hastily leaving a CV on the desk, apologetically bowing for wasting their time, and then promptly running out to the front of the nearest speeding bus to kill myself.

    I walk in.

    The man at the front ("Charlie Brown" -- the bestest name ever, though I'm sure he gets that a lot) seems surprised to see me. He hands me a form. I fill it out and hand it back to him. That's when he says, "Oh, there's Robin. Looks like he's finishing up right about now... you can go with him."

    Wait, I think to myself. Did he just say --

    And then I'm sitting at a table with the lead designer of Team Fortress 2.