Saturday, February 11, 2017

Thoughts on Steam Direct

There's news today that Valve wants to transition away from Steam Greenlight, which is a crowd-source voting system where you pay $100 *once, forever* to let users vote for your games on Steam, and after a certain vote threshold you can put each game on Steam.

The new system planned for roll-out in Spring 2017 is something they call Steam Direct, where you pay a "recoupable" (whatever that means, here? Valve doesn't say) $100-$5000 fee *per game* (they haven't decided the actual rate yet) instead of going through the vote process. They want their storefront to seem more open, but they are also cautious about public perception of "shitty games diluting" the Steam store.

A lot of my thoughts are basically a repeat of past criticism of the Steam Greenlight fee, years ago, except this could be much more expensive and much worse? Here are my reactions:

Thursday, February 9, 2017

"Press Forwards" and the pleasing death of agency



Trackmania games have very robust track editors that let the community build and share custom tracks very easily. This ease of use and immediacy allows new track genres to emerge organically from "grassroots" player communities, a practice that I've characterized before as "local level design" -- it is not just new ways of using the game's building blocks, but it also suggests entirely new ways of thinking about the game itself.

The "press forward" genre (or "PFs") is one of my favorite examples of emergent level genres. Instead of challenging players to hone reflexes and maneuvers on a track, a PF beckons the player to simply hold down "forward" as a mindbogglingly complex track swirls around them. Through no skill of their own, a player ends up executing amazing stunts -- spinning 1080 degrees in the air before barely grazing a ramp in just-the-right-way to land perfectly on the track below. If the player makes any kind of choice, like letting go of the "forward" key, or (god forbid) turning left by 0.1 degrees, the consequences are often fatal.

There's a famous saying that "writing about music is like dancing about architecture." PFs are maybe the closest thing to actually dancing about architecture. Sometimes it feels like the track architect wanted to impress you, sometimes they are making a joke, sometimes they want to scare you. The PF frees us, to be more open and receptive to the ways that architecture speaks to us as we traverse it.

Notably, this is a track type that resists the dominant mode of playing Trackmania. It is a video game world that basically punishes you for even trying to wield any agency or control. When virtuosity is guaranteed, how many humans can resist the urge to fuck it up?

Wednesday, February 1, 2017

Teaching, Spring 2017

This semester, I'm teaching three game development classes. Here's a bit about each one:
  • "Intermediate Game Development" at NYU Game Center. This is maybe the 10th time I'm teaching the class; it's a mix of Unity, source control, and 3D art. It's intended for 2nd / 3rd year undergrads in the undergraduate game design program, to give them enough awareness of different tools so they can start to focus their practice in future classes. Teaching it is always challenging... some students double-major in computer science and think the coding lessons are too easy, but for many other students, this is only the second code class they've ever taken. That said, the main point of this class is that code is certainly important, but making a video game involves much more than just code.
  • "Virtual Reality Studio" at NYU Game Center. This is the second time we're running the VR class, and it's kind of exciting because the department is starting to equip some state-of-the-art Vive workstations. Last year, the lack of motion controllers and room scale capability really limited a lot of project ideas, so hopefully we'll be able to accommodate the student demand better. What's challenging about teaching this semester is that there's a lot of new material: I have to figure out how to teach a Vive workflow AND I'm also trying to mix-up the theoretical readings more. Last year, we spent a lot of time reading Hamlet on the Holodeck, which was helpful, but also way too concerned with narratology for a class that doesn't focus on storytelling.
  • "Recursive Reality" at Parsons School of Design, Design and Technology. This is the fourth time I'm teaching this VR studio class at Parsons, which differs greatly from the focus at NYU -- here, at least half the students are interested in VR for film / installations. The equipment situation here is a bit less ideal, because no desktop VR HMD is compatible with the school's fleet of Mac workstations. So instead, we're focusing more on mobile VR like Cardboard and Gear, which actually works well for a lot of the students' design goals.

Thursday, January 26, 2017

Queer Game Studies, "On FeministWhorePurna and the Ludo-material Politics of Gendered Damage Power-ups in Open-World RPG Video Games"

For the upcoming book Queer Game Studies (2017), I contributed a chapter on the "FeministWhore" scandal in the game Dead Island. It is a "ludo-material" political analysis, looking at gameplay as expressed by source code, intended for general audiences. Here, I'll talk a bit about the ideas and process behind writing the chapter, and then briefly summarize the main argument.

First, to remind you, here's the reporting on the scandal back in 2011 from Kotaku:
One of the unlockable skills for Dead Island leading lady Purna allows her to deal extra damage against male victims. It's called Gender Wars in the game, but the original skill was named "Feminist Whore."
There's a lot to unpack here, and one goal of my chapter is to expand what we mean by "representation" in games. Currently, whenever we criticize a game character for its politics, such as a racist or sexist stereotype, we tend to focus on the character art, animation, writing, and voice acting. Why not expand representation to encompass the richness of the entire game experience and game engine itself?

My analysis follows Mark Sample's excellent "Criminal Code: Procedural Logic and Rhetorical Excess in Videogames" in focusing on the procedural politics of game mechanics and balance, and comparing that to the systems as intended from the source code. FeministWhorePurna is an ideal case study: it was a contemporary event with modern game engine architecture and a player / modder community that practically did the gameplay and forensic analysis for me already. (I also forced myself to play a bit of Dead Island to verify everything.)

You'll have to checkout the full book from your library, or buy it, or whatever, to see the full essay, but I'll try to briefly summarize the argument here, and in more game developer-y language as appropriate: