Thursday, September 20, 2012

A People's History of the FPS, on Rock Paper Shotgun


I've turned my No Show Conference talk into a 3-part essay series for Rock Paper Shotgun. It argues for a long-standing but suppressed tradition of non-industry involvement in the first-person genre, and that the nascent "renaissance of the FPS" isn't really that recent. Instead, we mentally blocked out the "innovation", then complained why there wasn't any innovation.

Part 1 talks about the Doom WAD scene and the murder of Myst.

Part 2 argues that FPS mods were a way to break into the game industry, so we had to think like the industry too, even if it was dysfunctional / self-destructive for us to do so.

Part 3 observes that many people mod today without any regard for an industry job, and the career path for post-amateur modders is now unclear because of the indie scene. It also argues that many mods are now "postmods" in that they don't care if they ever get played, among other reasons.

Wednesday, September 19, 2012

How to Make Games with Twine

Public service announcement: Anna Anthropy has written a great short tutorial on making games using Twine -- it's perfect for people with little or no game development experience at all, and will allow you to make cool text-based games with choices and stuff.

Saturday, September 15, 2012

"Do you think shooters take themselves too seriously?"

I was asked my opinion on this very important topic (?!) for a Kotaku piece and given the editorial constraints, the author chose to quote only the first paragraph -- which is understandable, it's a self-contained thought and I sent her too much -- and she was using "serious" differently. However, the piece did end up misquoting me by omission / editing. Again, it's not that it's her fault (it's not) or that I'm upset (I'm not!), I just should've expressed myself better. And written less. Here's the full text of what I sent:

If you're actually serious about war, then military shooters get 99% of it wrong. The US fights wars with unmanned drones, viruses, trade embargoes, and giant bases they airlift to the middle of Afghanistan. More significantly, they these games argue war is something inherently winnable, to some degree, through personal agency. The video game depiction of war is so misleading that we have to consume it as fantasy.

So, instead, I think modern military shooters are best understood as Hollywood blockbuster action movies. If we think about it like that, Die Hard takes the geography and materiality of the setting (the mechanics of action) VERY seriously -- in the beginning, Bruce Willis' character takes his shoes off to relax his feet on carpet because he's a stressed-out NYPD cop, but then later he has to walk on broken glass with his bare feet, which has consequences. The movie spends a lot of time on this, and makes sure the line of causality and punchline for the bare feet are all consistent and feel earned... but it spends all of 2 minutes dwelling on the thematic backdrop of terrorism and Japanese-American corporate culture. Bruce Willis is charismatic and human enough for Die Hard to work like this.

Wednesday, September 12, 2012

Excavating Adam Foster

UPDATE, 19 June 2014: I've given up on this and I've open-sourced the project files.

I'm approaching my Someplace Else port to Source very differently from how I approached my early work on the Anomalous Materials chapter of Black Mesa Source. There, I felt I had significant license to add rooms and change architecture styles.

Because Someplace Else is so combat-heavy, it feels strange to do that. Anything beyond higher resolution textures, new shaders, and more surface geometry requires justification, which means studying what Foster did and extrapolating what he would've done with more resources and higher memory limits.

In the history of level design archaeology, I think the most convincing piece of writing has been Channie on the laundry room in Favela from Modern Warfare 2.

I don't think I'll be able to achieve such certainty about something, but it'll be fun to think about.

Friday, September 7, 2012

Greenlight, briefly.

$100 is not a huge amount of money to me. It's okay if it's not a lot of money to you either. Being rich and having privilege is not a crime -- however, being oblivious and insensitive is a crime, or at least unethical. You should own your privilege: understand what that means and understand that others have much less or much more.

As game designers, you should already know that it doesn't matter what a rule was intended to do. It matters what a rule actually does.

And when a lot of indies are brave enough to admit they're poor, and say that this rule discourages them from submitting to Steam for their best / only chance at some semblance of financial security based on their very good and deserving work (look at any indie's released sales numbers and the pie chart looks like Pac-Man with a nearly closed mouth; that is Steam's market share) -- when they say they are in pain, I am not going to tell them their pain is their own fault, or that their pain is imaginary, or that they're better off with their pain anyway.

Poor people deserve to make and profit from games too.

So please don't shut people out, because that's just one more door we'll have to kick down.