Monday, February 10, 2014

An alternate history of Flappy Bird: "we must cultivate our garden."

As a pseudo-academic in games, I worry a lot about what will "make it" into "the history" of video games and what will be deemed culturally significant enough to study.

The latest spectacle with the game "Flappy Bird" will either be (a) universally forgotten by next week, or (b) it will be the peculiar subject of some student's thesis paper, or (c) it will live as a game culture touchstone that gets invoked frequently for the next few years. Even though it's least likely, I'm writing this post for case B: it may be a somewhat obscure thing that gamers discuss once a year, or that games academia instructors will mention casually to their students, and maybe the students will dutifully google it and wonder what happened Back Then...

Now, because I can't tolerate the idea of Kotaku's misleading titling or Eurogamer's barely-researched and contentless coverage (among many others) of Flappy Bird, marching unopposed into the chronicle of internet history -- I hope this blog post gets indexed and listed on the 3rd or 4th page of "flappy bird game history" search results or something. If you're writing a game studies paper on this, maybe put this paragraph under a patronizing header like, "Other Perspectives?", or at least give me a footnote and imply you read this. Thanks.

If you're reading this in 2015 and no one remembers what Flappy Bird was, then I want to emphasize one thing:

In February 2014, there was not much controversy for many game developers, especially indie game developers -- the internet was harassing Dong Nguyen for making a game, which is unacceptable. Many people do not support how Nguyen has been treated, and have said so. It is always important to remember resistance to a mob.

Friday, February 7, 2014

re: "Possibilities and Pitfalls of the Video Game Exhibition"


In "The Possibilities and Pitfalls of the Video Game Exhibition," Nicholas O'Brien talks about his experience in attending game exhibitions at Museum of the Moving Image and the Museum of Modern Art in New York City and finding their curation and installations lacking -- specifically, they don't afford visitors interacting "properly" with longform single player games, because the self-awareness and performance of a museum context means you will never really engage with the game.

A couple years ago, I was of the same opinion and I even complained about the same institution, and now I'm surprised that I've changed my mind and I find this opinion kind of short-sighted...

Sunday, February 2, 2014

"Get Better" dev diary 1, idea and notes

I just got news about an arts grant that I was part of -- and it turns out we now have some funding! Hurray! I'll talk more about those details when the exhibition organizers announce it, but for now, I want to start documenting my process in making this game -- which I am tentatively calling "Get Better" as a direct challenge to the rhetoric of the mainstream gay-industrial complex.

(Well, originally it was called "Ludonarrative Disco-dance." But that makes it sound too much like a game about games, and this game isn't primarily about games.)

In terms of actual prototyping and production, I'll probably be building on top of my existing first person framework, but I haven't actually done anything yet. Mostly, I've been sending e-mails to possible collaborators and contractors. (The small chunk of arts grant money is making the asset contracting possible. Yay for having a budget and paying people for their work!)

Instead, I'm trying to sketch out the structure of the game first. So here are my actual game notes, along with some remarks on my notes...

Monday, January 27, 2014

The land of milk and honey

Some brief moments from New Zealand. We now return to our scheduled programming...

Thursday, January 9, 2014

"Black Mesa Source: Makeover Xtreme" at Indiecade East 2014

Indiecade East in New York City is happening in... about a month... and I'm giving a talk there. (A talk that I should start writing. Shit.) I should also note that the entire speaker lineup is very exciting and diverse and Indiecade is a lovely games event with a very good signal-to-noise ratio.

My talk continues the "technical politics" theme of my other talks these past few months:

"Makeovers are serious business. That's why dozens of modders volunteered to makeover Half-Life 1 (one of the most influential games ever made) in a new game engine with new graphics, architecture, animations, voice acting, choreography, sound effects, etc. So much work goes into the video games we play, but what exactly does that work involve? Get ready for excruciating detail about the blood and sweat that goes into just one room of one level of one game -- and why us modders w-w-work it for years to give it away for free. See? Makeovers are serious business."

My relationship with Black Mesa Source is strange -- I did a lot of work for them for a few years, then left because I couldn't commit time to it anymore -- so I recognize a lot of the content, but at the same time it feels somewhat alien to me because someone else finished it.

There's something interesting to dissect about the identity of work, here, especially given the intangible status of mods.

Are mods "games"? In terms of distribution / ownership / sales, no. In terms of artistry / concept / craft, yes. Is this Black Mesa Source level mine? Yes and no. When you get a makeover, are you still you, or someone else? What are the politics of makeovers? etc.

Wednesday, January 1, 2014

New year's resolutions, 2014

I am going to finish Nostrum and sell it.

I am going to finish Radiator and release it for free.

I am going to finish my Someplace Else port for Black Mesa Source.

I am going to finish a substantial draft of my Half-Life book.

I am going to write more about individual indie games instead of complaining about Bioshock Infinite.

I am going to be better about work / life balance.

Tuesday, December 24, 2013

Radiator Blog: Four Year Anniversary


This year marks the Radiator Blog's fourth year of existence. It's now ready for preschool, wouldn't you say? (They grow up so fast.)

Much like the first, second, and third times I did it, here's a "best of Radiator" list for 2013 along with some brief commentary -- and please eat some of this cake, forks and plates are on the table behind you.

Friday, December 20, 2013

PRACTICE 2013 "Well-Made: Back to Black Mesa" talk video is now online.

So I gave a talk on Half-Life / game development at PRACTICE 2013, and the video is now online with a fancy title card and everything. Thanks again to NYU Game Center for hosting and having me!


Well-Made: Back to Black Mesa

The modern AAA single player first person shooter consists mainly of two things: shooting faces in implausibly realistic levels with a pistol, machine gun, shotgun, sniper rifle, or rocket launcher -- and obeying NPCs when they trap you inside a room so they can emit voiceover lines at you. Half-Life's legacy in the latter is well-mythologized in history, but what if we re-visit Half-Life as a masterpiece of technical design, enemy encounters, AI scripting, weapons tuning, and architecture? Spoiler: we'll find out it's a pretty well-crafted game.

To learn more about PRACTICE, visit http://gamecenter.nyu.edu/practice

Friday, December 13, 2013

Untitled co-op Wild West boomtown management game that is populated entirely by stray cats


Me and Eddie were wondering what to play. We can't play competitive games because we end up getting too upset at each other, so we usually need some sort of co-op game. However, there aren't that many co-op strategy games out there, or at least ones that are lightweight enough. Then we thought -- if we're game developers, we might as well just make the game we want to play, right?

Also, did you know: Unity particle system can emit particles based on any mesh, not just flat billboard quads?

Monday, December 2, 2013

Reading public Google Drive spreadsheets in Unity, without authentication


I'm working on a project with a collaborator who doesn't use Unity and doesn't really have an interest in game development (gasp) but it is still important that she can add/edit item data for the game. From a practical workflow perspective, I probably would've kept the item data separate from the game code anyway, to make it easier to balance and tweak stuff. This is usually the stage at which you'd make your own level editor or game database editor or something, but maybe there's a better way -- we can just tell Unity to read from a public Google Docs spreadsheet and parse the data. That way, anyone can edit the game levels or localization strings or whatever from anywhere in the world, and the game client will update data seamlessly.

A lot of this post comes from Clark Kromenaker's great post on accessing Google Docs services with C#, and a lot of my setup process is the same as his.

However, my particular project didn't need any data kept private, the game itself didn't need write access to the documents, and authentication looked like a pain (e.g. using OAuth 2.0 requires you to open a browser window so the user can okay the permissions? Yeah, no thanks) so I worked out how to access read-only publicly published Google Drive spreadsheets without any logins or anything.

Tuesday, November 26, 2013

"Well-Made: Back to Black Mesa" @ PRACTICE 2013


Very special thanks for Frank Lantz for inviting me to speak, and to Charles Pratt / Kevin Cancienne for counsel and emotional support, and Brendan Keogh / Dan Golding for convincing me that people even want to hear about stuff like this. Many of the ideas in this presentation will be expanded upon for the book I'm doing with Press Select.

First I want to set the record straight: I love Half-Life, but that doesn't mean it's immune to criticism. It is flawed in many ways. (Hard mode is too hard. The game is too long. On a Rail induces hemorrhaging. etc.)

I also think games mean things so far as you can argue for certain interpretations -- and I think Half-Life's popular legacy does not endure much scrutiny. Specifically, Half-Life's narrative is not subtle nor sophisticated nor conceptually innovative: from what we know about its development history and acknowledged inspirations, it is designed to be a schlocky silly action B-movie about a sci-fi disaster conspiracy, and I argue that reading is more convincing than thinking it's "the Myst of video games" or something.

That does not mean a schlocky game is bad; schlocky games are often fantastic. What I'm arguing, instead, is that many players prefer the weaker reading of Half-Life because they are seduced by the promise of technology without actually understanding what the technology is doing. Half-Life is magical and interesting and subtle, but not in the way that gamer culture mythologizes it. (At the same time, let's still be critical of what Half-Life does, and the values it represents to both players and developers.)

Wednesday, November 20, 2013

PRACTICE 2013 post-partum


This year, I gave a talk at PRACTICE (more on that later) and I had a pretty good time in general. I think now (a) I am slightly more patient with board games (b) I love Nordic LARP even more (c) I have more respect for the depth of thought that goes into a lot of games that I will never ever play ever. Someone asked me what I thought the overall theme of the conference was, and I think a lot of it was about game developers honing our "awareness" of each other. The schedule was diverse:

Saturday, November 16, 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, November 11, 2013

On "On cliques."

Mike Bithell wrote a post, "On cliques," about his perspective on exclusivity in the indie game scene. I think the example he gives, of going to a party while not really knowing anyone and then getting upset when no one is dying to talk to him and then feeling foolish for getting upset, is understandable and human. I'm sure everyone's felt that way at some point. It sucks to feel like you don't belong.

At the end, he says everyone should talk more, and try to be more understanding of each other, and I think that's good. Let's all do more.

However, I've seen some other peoples' responses and takeaways that strike me as, uh, callous, or even poisonous.

Sunday, November 3, 2013

#0hgame and making games in zero hours.


The way you hear the video game industry tell it, the problem back in 1983 was that video games weren't gatekept enough -- too many people were making games, and that's terrible for The Gamers because that results in low quality games flooding the marketplace! Newsflash: shit floods the AAA marketplace all the time anyway. What they really wanted was control, control over who got to make games and who got to play games and who got to call themselves game developers.

So here's the deal: every game you make is valuable, no matter what AAA says or what AAA has trained its customers to hiss at you. Take any excuse to make a game: make small games as gifts, make games as jokes, make games for school projects, make games because you feel like it, or make games because daylight savings is turning back the time an hour which allows you to claim that you made a game in "zero hours."

I clicked "get theme" and got "sombrero." So I made a game about a sombrero.

Enjoy, or don't enjoy -- because really, I didn't make the game for you.

Monday, October 28, 2013

Queering Game Development, slides

Hey. QGCon just ended and it was a blast. I'll post more thoughts later.

For now, here are the slides from my talk, "Queering Game Development", which I think was fairly well-received? Some of the slides may not seem very clear / might need some unpacking; I'll post a more comprehensive essay adaptation of the talk later too, or maybe make a video? (EDIT: recording of talk on the archived stream starts at around 2:37:00)

Tuesday, October 22, 2013

The Game Studies of Game Development


This is an excerpt from "Queering Game Development", a talk I'm giving at QGCon (October 26-27) at UC Berkeley. Registration is free and open to the public.

You could see "games", as a complex field of theory and practice, as roughly the sum of three sub-fields: Game Studies, Game Design, and Game Development.

Thursday, October 17, 2013

"Developing a Half-Life Mod: Science and Industry" at NYU Game Center, Oct 23

"Indie-game developers, Kevin Cancienne and Peter Ginsberg, will talk about their experiences developing Science and Industry, a Half-Life mod. Hear about the design process of this humorous and innovative team-based multiplayer game and the community that helped bring it together. Robert Yang, first-person shooter scholar and developer, will be leading a question and answer session after the lecture."
2 Metrotech Center, 8th Floor Lecture Hall
Wednesday October 23, 7pm
RSVP for the event; free and open to public.

Saturday, October 12, 2013

Two talk descriptions at QGCon and Practice

Sorry that this blog's been suffering a bit as of late. I've been busy.

My teaching load is ramping up (which is good, having more day job is nice) and I've been devoting most of my free time toward working on games, transcribing Level With Me vol. 2 at Rock Paper Shotgun, and writing / researching for two talks I'm delivering -- one at QGCon, and the other at Practice.

Here are the two blurbs:

"Queering Game Development" @ QGCon, Oct 27 in Berkeley, California
Queer and feminist critiques of games often rely on high level conceptual approaches to games -- that is, analyzing games as cultural products or media objects. The hegemony's response is to go technical and go low-level, to argue that their game engine could not support playable women characters, or to argue production schedules allowed no time to support queer content, etc. Ignoring temporarily how those are bullsh*t reasons, what if we chased them into the matrix? Perhaps we could disclose the politics inherent in game engine architectures, rendering APIs, and technical know-how. If we learn about (and *practice*) actual game development, then we can articulate alternative accounts of game development at a low level, and achieve more comprehensive critiques of games.

"Well-Made: Back to Black Mesa" @ Practice, November 17 in New York City
The modern AAA single player first person shooter consists mainly of two things: shooting faces in implausibly realistic levels with a pistol, machine gun, shotgun, sniper rifle, or rocket launcher -- and obeying NPCs when they trap you inside a room so they can emit voice-over lines at you. Half-Life's legacy in the latter is well-mythologized in history, but what if we re-visit Half-Life as a masterpiece of technical design, enemy encounters, AI scripting, weapons tuning, and architecture? Spoiler: we'll find out it's a pretty well-crafted game.

(I imagine the "Well-Made" as a counterpart to the "Well-Played" or something.)

Tuesday, October 8, 2013

Indiecade 2013 postpartum

So Indiecade 2013 came and went. I had a pretty great time and I still think it's a pretty good games event. I also think untempered compliments are the least useful form of feedback, so here are some notes, observations, and thoughts:

Wednesday, October 2, 2013

Indiecade 2013

Hey blog readers. I'll be hanging around Indiecade this year, and Nostrum will be on display at the Oculus booth there. Feel free to say hey to me. (It'll probably be awkward for everyone involved, and that's okay.)

On "How to Destroy Everything"

"How to Destroy Everything" is a fairly comprehensive argument for destroying everything.

That if games are art, or if games are culture, or if games are communities -- then we must recognize how art fractures, how culture is in tension with itself, and how communities constantly collapse and re-form into new ones. "Destroying everything" is about celebrating change and diversity and resilience, with the confidence that together we have the power to make something better in the future.

One of the more common instances of bullshit gamer presser-preview snake-oil-speak, alongside "day 1 purchase" and "immersive" and "cinematic," invokes the idea of "our young evolving medium." Whose medium is it? Why, it is We, the Gamers' Medium!!!! But does this Dorito-flavored ruin of Ozymandias -- does this "gamers" even realize what it whispers to itself, about evolving mediums?

At the core of evolution is sex, sex, and sex. Vulnerability! Energy! Trust! Passion! Grunting, feeling, throbbing, moaning... yes... yes... YESSSSSSSS!

I'm pretty sure the "Ludic Century" is already over.