Friday, August 28, 2015

On "The Loch" and anti-busybody small open world games


The Loch is a 2013 Scottish fishing RPG by Mitch Alexander. In it, you "fight" fish in turn-based JRPG battles symbolizing the experience of fishing. There's a variety of biomes to explore, each with different species of fish to catch, and it all takes place over a series of days with variable weather / variable NPC behaviors based on the weather.

It's pretty rough around the edges, partly due to short development time constraints (it was originally made for a 7 day Fishing Game jam) and partly due to the limitations of reskinning RPG Maker. There's very little tutorializing, and many core interactions don't feel very intuitive. No one really tells you you're supposed to go all the way south to advance to the next day and heal up, or that you have to equip X and then use skill Y to do Z... in this way, it departs a great deal from typical JRPG or RPGMaker game conventions.

But that departure from convention is also refreshing. Though "open world" carries connotations of large expensive 3D worlds, I'd like to expand the bounds of that genre and discuss The Loch as a "small open world" game. What marks an open world game is the repeated traversal of a space, and reflecting on how that space (or the player) changes over time. In this case, the world is a small Scottish lakeside village where everyone speaks in charming accents and encourages you to kick back and slow down.

Tuesday, August 25, 2015

Game Development Studies reading list, Fall 2015


In the vein of "Platform Studies" or "Code Studies", we might consider a "Game Development Studies" ("Console Studies?") -- a field of research investigating the technical and material aspects of video games, from early prototypes to production code to distribution. How have various processes of game development changed over time? How does that influence what games are, or how they are perceived?

Here are six books that, I think, do much of that work:

Friday, August 21, 2015

"Pillow Talk" keynote with Naomi Clark and Nina Freeman, at Indiecade 2015, October 22-25 in Culver City, CA


Me and fellow designers Naomi Clark and Nina Freeman will be running a keynote session at Indiecade 2015 tentatively called "Pillow Talk" -- in it, we'll be discussing relationships and intimacy in games. (Press release is here.) If you'll be around, come over and say hey, even if I'll mostly be busy stuffing as many free burgers as possible into my pockets at the Sony party.

Tuesday, August 18, 2015

Massive Chalice as pre-apocalyptic existential game industry dread


(SPOILER WARNING: this post has some not-really-that-important spoilers for Massive Chalice.)

Massive Chalice is a pretty OK game -- it's an XCOM with a much better base-building / squad-management component, where you can also convert squad members into resources -- collective XP buffs, faster upgrade times, bigger numbers. The same song and dance as any strategy game, but it also tries much more new stuff than the average strategy game. You breed your squad members like Pokemon, and when they age out of battles, you recycle them for new breeding stock or upgrades. It's an ideal commercial indie project, 50% old "solved" systems and 50% new systems.

So it's jarring to me that it averaged 6/10s 7/10s from games press (and probably not super-great sales) considering how much it tries to do and with relative success at it, this is at least an 8-out-of-10er, but I can also understand why gamers would look at this and think "it looks cheap." Here are all the checkboxes that Massive Chalice refuses to tick:

Saturday, August 15, 2015

"Bodies, I Have In Mind" at ZEAL

My piece for Aevee Bee's micro-games-e-zine ZEAL is out. It's called "Bodies, I Have In Mind", and it's about my body, other people's bodies, video game bodies, gay marriage, physics, and a bit of Ovid quotation for good measure.

It actually took a pretty long time to write, because when I write about games I usually maintain some distance and don't include too much of my personal life, so it was challenging (but fun) for me to try to change my usual mode. I hope it's not too terrible of a read.

If you like my writing for ZEAL, and want to support more work like it by diverse authors, then please consider donating to the ZEAL Patreon, which commissions this work.

Friday, August 14, 2015

"That One Time I Repeatedly Gave Birth to Fully Grown Wolves, and Other Gay Sex Games That We Deserve" at GX3, 12 December 2015 in San Jose, CA


Hello! My "Boss of Honor" keynote talk at upcoming gay game convention GX3 is called "That One Time I Repeatedly Gave Birth to Fully Grown Wolves, and Other Gay Sex Games That We Deserve" -- in it, I will be talking about my gay sex games (hopefully I'll be done with 2 more by December) and connecting it with a rich history of other gay sex games.

The implication is that we shouldn't beg for crumbs from the AAA industry in hopes that they'll allow "us" the occasional cutscene or NPC or crumb of representation... the games we want to see already exist, and they are made by queer artists that the community needs to support.

If you're interested in hearing about this stuff, come see me in San Jose on the Saturday of GX3.

(And if you're interested in repeatedly giving birth to fully grown wolves, play Eva Problems' excellent "Sabbat.")

Tuesday, August 11, 2015

The molten rituals of Hylics


Hylics, by Mason Linderoth, is one of the best RPGs made in the last decade. Imagine a game finely distilled so as to consist solely of the weird funk of Earthbound plus some David Cronenberg technoflesh plus the young dread of Gumby... and when you've completely imagined that, now look in your weathered dusty hands to find the freshest nugget you've ever seen.

You should make it your duty to play it, and it's (refreshingly) short for an RPG at 2-3 hours, so go to it. (WARNING 1: SPOILERS FOLLOW. WARNING 2: LOTS OF HYLICS GIFS...)

Thursday, August 6, 2015

A game is a brain is a forest


I just read this article about how plants are intelligent. It's a classic philosophical problem. Is a brain in a jar any different from a plant, and what exactly is intelligence or consciousness? Recent articles about how "plants talk to each other using an internet of fungus" are in vogue with recent thinking that corporations are dystopian artificial intelligences that have enslaved human society, or that we have to generally decentralize human-ness in human thought. The argument here is that self-sustaining complexity, usually in a network structure that resembles a brain (not that mere human brains are so great or whatever) must produce similar effects, so a brain is at least as complex as the internet or a forest or global capitalism.

Once something becomes boring, it is no longer complex because you have reduced it to boredom. So maybe another word for self-sustainingly complex is "interesting"... and, well, I think good games are interesting. Maybe a game is like an internet, or a brain, or a forest, or some shit?

Monday, July 27, 2015

PSA: free (and COMPLETE) photorealistic 3D character workflow from Mixamo


Mixamo got bought out by Adobe... as part of the merge, they've turned off all their billing systems... which means almost everything they have is now free.

"Fuse" is their (free) character modeling / texturing / creation tool that is miles ahead of the old Autodesk Character Generator -- from there, you send the character mesh out to their Auto-Rigger cloud service (also free) with 60+ bone skeletons and facial blend shape support -- and with every (free) account you register, you get 20 (free) animations, and you can potentially make unlimited free accounts. This is a complete character art solution from mesh to skin weights to rigging to animation, for free. It's pretty impressive, and you can easily make a game that looks like a prestige AAA FPS from late 2013. (These assets don't have the accuracy of photoscanned models or DX11 procedural hair, but they're very well crafted.)

Tentatively, they're going to shutdown this infrastructure on December 31, 2015 (I think, according to a cryptic e-mail I got a few months ago) when they've finalized more of the merge with Adobe, so make sure you grab as much stuff as possible while you can.

To celebrate, look at the brunch hunk I made in Fuse (above) and exported out to Unity. Again, it's pretty high resolution stuff with no restrictions. Make use of it for your games while you can.

I'm documenting this resource as a "PSA" because making the tools of photorealism accessible and widespread helps (a) sabotage game industry machinery that privileges fidelity as something valuable, (b) re-contextualizes realism as a stylistic choice rather than a "default" marketing tactic.

Have fun!

Friday, July 17, 2015

When failure sneaks into stealth games

The last moment of my last Invisible Inc run on "Expert Plus"; don't read the game text if you don't want spoilers
I'm facing my last obstacle on the last mission on the hardest difficulty of Invisible Inc. The past 5-7 hours of this campaign, and last 30-or-so hours of play over the last few weeks, have all led to this moment. There's a dozen alerted guards between me and victory... can I make it, or will I fuck it all up?

The last time I was this engaged by a stealth game, it was the first time I played Thief 1 (1998) in 2002... a pirated version I downloaded off Kazaa, with all the cutscenes, music, and voice-over removed to save on file size. What was left was the most avant-garde game I had ever played, a world of footsteps and silence. Between then and now -- Splinter Cells were okay but not my bag, Thief 3 was a sea of mediocrity with a single shining jewel, Dishonored was okay I guess, those bits in The Last of Us quickly wear out their welcome, and Thief 4 was rather unfortunate -- "stealth" has felt a little dead for the last 13 years.

If we look back at the systems design theory behind Thief 1, we can figure out who murdered stealth.

Monday, July 13, 2015

Some recent exhibitions

Some recent sightings of some sex games out in the wild... approach with caution.

Hurt Me Plenty at Two5Six in New York City. (May 2015)


Stick Shift at "Play Spectacular" at the Wellcome Collection in London. Curated by Holly Gramazio. (July 2015)


Succulent and Cobra Club in the back of a U-Haul box truck (and Stick Shift, in the driver's seat!) at Lost Horizon Night Market in Brooklyn (Bushwick). Curated by Stephen Clark + Babycastles. (July 2015)


Thanks to all the curators and events for having me! There's also a few more shows / appearances lined-up, so keep your eyes peeled...

Tuesday, July 7, 2015

Stick Shift has been Greenlit on Steam!

Thanks to all your support, Stick Shift has been greenlit for distribution on Steam! The gamers have spoken!!! Now to do this giant mess of paperwork and to figure out how to navigate the Steamworks infrastructure! (... Steamworks being a popular North American gay bathhouse chain, of course)

There is currently no ETA for this release. I've never implemented Steam infrastructure in a game before. I also want to bundle some extra games with this game, and it'll take some time to figure out any permissions / get the systems to play nicely with each other instead of deleting each others data.

Any ideas on what the game's name on Steam should be? I'm thinking: "Stick Shift GOTY Edition"

Friday, July 3, 2015

Lighting theory for 3D games, part 4: how to light a game world in a game engine


This is part of a series on how I approach game lighting, from a more general and conceptual perspective. I build most of my examples in Unity, but this is meant to be generally applicable to any 3D game engine, most of which have similar lighting tools.

We started by thinking about light from a cultural and conceptual lens in part one. In part two, we treated light more instrumentally in terms of level design and readability. Then in part three, we surveyed the three-point lighting method for use in games. But none of this theory matters if we can't actually achieve it within the semi-hard constraints of computer graphics.

Lighting is traditionally one of the slower or "expensive" things to calculate and render in a game engine. Consider the science of visible light: countless photons at different wavelengths bouncing around at unimaginable speeds that somehow enter your eye. To do any of this at a reasonable framerate, game engines must strategically simplify light calculations in specific ways, and then hope players don't notice the inconsistencies. It is "fridge logic" -- we want the player to nod along, as long as it "looks right."

Okay, so how do 3D game engines generally do lighting?

Friday, June 26, 2015

"Immersion Phallicy" at Reverse Shot

Brendan Keogh did a lovely write-up of my recent work for Reverse Shot, an online magazine at the Museum of the Moving Image.
Yang, on the other hand, crafts characters that are so perfectly imperfect as to fall square into the uncanny valley, that space where the more realistic an animated character or robot looks, the more those slight imperfections stand out. Yang’s men are disturbing in their uncanniness. Visually, his games explore the visual depths of uncanny male bodies that other video games deliberately avoid. There’s the slight gut and unshaved snail-trail on the naked character in front of his bathroom mirror in Cobra Club. There’s the way the character of Stick Shift bites his bottom lip and lets his eyes roll back as he moves up his car’s shaft and through his car’s gears. It makes the games unsettling, uncomfortable, and disturbing on a very visceral and intimate level. It makes the games sexual without necessarily being sexy.
Read the full essay here. Thanks for the thoughtful words, Bren-Bren!

Tuesday, June 23, 2015

Stick Shift on Greenlight

I've put Stick Shift on Greenlight. Because why not? I thought it would be a good fit for Steam because it's probably the most game-y of my recent sex games, with the exception of Cobra Club -- though Cobra Club has been unilaterally banned from Twitch.TV so I doubt Steam will allow for dicks, unfortunately.

Please YES it if you want to help me wreck Steam. Thanks.