Monday, March 12, 2012

We apologize for the break in programming and are working tirelessly to restore service. Regularly scheduled blog posts will return within a few days, once I've finally scrubbed all the GDC off of me.

Thursday, March 8, 2012

GDC 2012 Halftime Report + Notes on the Industry / Indie Divide

It's Thursday now, and I'm writing this in Moscone North on Thursday, the 4th day of the conference. There's some kind of podcast recording going on to my right ("One Life Left") and it looks important. People are eating $15 crepes behind me. The carpet is boring and inoffensive. People are making Blackberry Playbook jokes. So it goes.

The past few days, I went to some Indie Game Summit / Education Summit talks and I've been to a few Game Design track talks. I found a lot of it redundant because I already follow all these people and their ideas; they've been blogging and tweeting and talking about it for the past year. Like, if you're a Doug Wilson super fan, you're already familiar with a lot of his theories and his recent body of work. And even if there's a little bit of new information, you can just read a Gamasutra write-up and get all the salient points in a few minutes instead of sitting there for an hour.

It's making me reconsider how I'm "using" GDC. It makes me think I should only attend talks where I don't know the speaker or if I'm not familiar with the games already -- but that's risky too for obvious reasons. Some people here don't even go to the talks and they're just here to hang out, and I think that's probably the right way to approach things. I think next time I'm not going to shell out for the indie pass, and I'll just try to bum an expo pass off someone, or, if Buddha wills it, I'll have my own IGF passes to give out.

In general, the indie / industry divide is kind of jarring. I'm not sure whether that's good or bad.

The IGF Awards and the Game Developer Choice Awards are back-to-back, hour-long events. After the IGF was over, I swear, at least 200-300 people left; many of them I recognized as mainly indie people. Actions speak for themselves... we seem to see the GDC awards as a largely irrelevant exercise. Indies don't need the permission or acceptance of the industry, though the awards that went to J.S. Joust and Sworcery show that it's there.

This tension between indie and industry got played-out by the Mega64 skits that made light of indie uncertainty about corporate interests. It's okay to laugh, as long as we recognize why we're laughing -- the conflict is still very real. Corporate power can often help and empower indies, but often it belittles us with a reality show that implies the ultimate goal of being an indie is to join the industry, or it exploits us by signing a contract that robs the developer of their property, or maybe it even steals an idea wholesale and cross-markets it with their other cloned apps. Then you also hear success stories like Steam enabling Brendon Chung to sell 160,000 units of Atom Zombie Smasher, which is great, and that's a corporate industry-indie partnership.

As we left the Venus Patrol / Wild Rumpus / One Life Left indie game party at Public Works, we passed a group of industry game developers leaving as well: "It's okay, we'll just never understand their indie ways."

The party was pretty fun. Watching Bennett Foddy get trolled by his own game (Mega-GIRP) was entertaining. Eric Zimmerman tackling 10 people in a crazy J.S. Joust maneuver was awesome. Helping Anna Anthropy push the Oak-u-tron arcade cabinet onto the middle of the dance floor ("occupying the party") was pretty amazing.

I am a little confused, though, as to why the Killscreen party tonight is at the same venue featuring many of the same games: I feel like it's going to be the same party. I wonder what the differences will be, if any. It does beg the question as to how "scene-y" the indie scene really is, that all of these various indie organizations share so many of the same members with power and we all know each other and play each others games over and over. But isn't it the nature of a community to define itself and exclude others? Again, I'm not sure how to interpret Brandon Boyer's face being projected on the walls -- is this fun and great that we're celebrating him, or is this a weird perverse cult of personality we're perpetuating?

I honestly don't know. I'm still trying to figure it out.

But I do know what I heard as we passed that group of industry devs walking home from the indie party. The one with the glasses half-chuckled and then said: "At least one of them shook my hand."

Friday, March 2, 2012

Stuff I'm Working On, GDC 2012 Edition


Souvenir is a group MFA thesis project at Parsons about exploring your memories and holding onto the ones that mattered most. You start disoriented and overwhelmed, figuring out how to walk on walls and ceilings, but eventually you get the hang of it and start sorting stuff out. We started with Portal as our template, but eventually we came to dislike how everything felt so designed -- go here, go there, find the next step someone intended for you to find... For a more "organic" feel we started building areas around ideas instead: nature, school, and religion.

Zobeide, meanwhile, is a collaboration with sound designers Robin Arnott and Eduardo Ortiz. It's my super secret Proteus-killer. (... Well, not really.) In it, you build cities on top of other players' cities, chase naked women through moonlit alleys, and listen to the music that results. It is also an experiment with combining first person interfaces with hypertext, as a literary ode to Borges' Calvino's "Invisible Cities."

CondomCorps XL did pretty well at Jaime Woo's queer games show in Toronto. Apparently it's going to be on a Canadian TV news program too, or something? I'm going to do some more interface tweaks, add a silly campaign mode / narrative, and then call it done. I'm aiming to mirror the final feature scope of "Fear is Vigilance"... well, maybe half of that.

Radiator 1-3 might get dusted off. When I talked about it a few months ago at SVA, it reminded me how much I liked working on it sometimes. Maybe the San Francisco air will do me some good.

If you want to see any of these at GDC (or at the associated parties) come say hey at me, especially if you're a big important games person. Also, if you'd like to give me a job when I graduate, that'd be nice! My portfolio is here.

Sunday, February 26, 2012

Koumei Satou working on a sequel to Mistake of Pythagoras? Or probably not.

Longtime Half-Life 1 / Source mod players may remember Koumei Satou, who made crazy quirky single player mods like Sweet Half-Life (HEV scientists with SMGs; a boss fight in the room from Brazil), Peaces Like Us (one of the first mods with friendly Xen aliens), and Mistake of Pythagoras (an HL2 mod where one of the puzzles is deriving the Pythagorean theorem!)

Now, apparently, he has some sort of blog post where he's talking about workflow from Hammer to XSI Mod Tool to SketchUp to Hammer (?!) and it looks like some sort of sequel to Mistake of Pythagoras. The machine translation of the page doesn't provide much more insight, it sounds more like he's lamenting that everyone's ditching the Source mod scene for UDK and Unity. Am I reading correctly?

(Thanks to @Orihaus for the info)

Thursday, February 23, 2012

Dear Esther


From the Wikipedia article on "cut-up technique," emphasis mine:

A precedent of the technique occurred during a Dadaist rally in the 1920s in which Tristan Tzara offered to create a poem on the spot by pulling words at random from a hat. [...] Gysin introduced Burroughs to the technique at the Beat Hotel. The pair later applied the technique to printed media and audio recordings in an effort to decode the material's implicit content, hypothesizing that such a technique could be used to discover the true meaning of a given text. Burroughs also suggested cut-ups may be effective as a form of divination saying, "When you cut into the present the future leaks out."

See also "unreliable narrator," "lyrical poetry," and "ludodiegesis." Though some people would rather argue that poetry is supposed to be straightforward and accessible and worth $10 of some arbitrary unit of entertainment?

I imagine it'd be fairly easy to rig Hammer to make custom Dear Esther levels. Coming soon: "Dearer Esther."

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.

Friday, February 17, 2012

The shadow of the white cloud: architecture criticism at the 1893 World’s Fair and BioShock Infinite.

I’m taking an architecture criticism class with Paul Goldberger, the architecture critic at the New Yorker. My interest in the class involves its intersection with video game architecture and virtual environments. This is my research, as cross-posted at the Games @ Parsons group research blog too.

While the original BioShock’s diegesis focused on objectivism and the dangers of uncontrolled capitalism, Infinite’s level architecture is more about the dangers of American exceptionalism as exemplified by the 1893 World's Fair.

In my architecture seminar, the story of the World's Fair was a bit more nuanced than that, and it goes something like this:

Thursday, February 16, 2012

"Prisoner" by Frank Lantz, a forgotten bit of "art mod" history.


Here's a bit of archaeology for you: in March 2003, a guy named Frank Lantz made a mod called "Prisoner." Google returns approximately zero results on this matter, so it's safe to say that pretty much no one's played this fairly early "art mod." In fact, it's so esoteric it makes my own art mod stuff look like Call of Duty, but I think by the end, through grace of repetition, it's still fairly straightforward and earnest. (Or if you're lost, you can take a look at his list of references to glean some meaning.)

The maps are incredibly spartan and unsophisticated by the standard of the Half-Life 1 mod scene at the time (Adam Foster's Someplace Else, Muddasheep's Half-Quake Amen, and unreleased thing called "Nightwatch") but again, much like with The Stanley Parable or Dear Esther, the point is that the author was an outsider, capable of making something more conceptually complex to compensate for the lack of technical finesse, or maybe we're all just full of artsy bullshit, who knows.

Still, it's neat to see what the current director of NYU's game design MFA program was doing about ten years ago -- well, other than living in Hoboken and playing a lot of poker -- so in the public interest, with Mr. Lantz's permission, I have repackaged it into a Steam-compatible Half-Life 1 mod for you to try.

1) Download it here, 2) unzip it to SteamApps\[account_name]\half-life\, 3) restart Steam, then 4) double-click on "Prisoner" in your game list. Again, you'll need a copy of Half-Life 1 on Steam to play it.


(Conceptually, it reminds me a bit of Ludum Dare 21 entry "Bathos" by Johan Peitz.)