Tuesday, June 13, 2017

Against simpler times


Years ago, I wrote about a hypothetical 2013 Queer Feminist Agenda for games. What an innocent time that was! Back then, I argued that we needed to pursue industry-wide reform, build-up theories of queer games, and combat gay apathy about queer politics.

Obviously a lot of that didn't really pan out, and now the world feels totally different: since 2013, Gamergate, Ferguson, Pulse, and Trump all happened, to say the least. Many people have now left video games for greener pastures, or have taken on more urgent politics beyond games... and anyway, Twitter just feels so much more stressful now. It's honestly kind of hard for me to still care about video games like I did back then. (Did we really use Twitter to argue about formalism in games? That's what we used Twitter for? Wow.)

Four years ago, we were talking about #1ReasonWhy, and GDC started the Advocacy track. Did any systemic reform actually happen? Did the industry end up hiring and retaining more women and black people? Did it get better for minorities? Some good-intentioned straight white male allies probably believe that "we won" because several games at E3 have black women in them. But beyond video game characters, I still feel like we're still having the same old conversations about the same old basic shit. The "discourse" feels extremely stagnated. It's hard to feel like there's any progress when every new Milkshake Duck of the Month pulls us back to basic questions like "wait why is it bad to harass women again?" and then suddenly the gamers are torn between supporting women / minorities vs. liking games about Blade Runner. As I've argued before, games probably aren't going to get "better" through this kind of desperate moral math.

Four years ago, we were also talking about a "queer games scene" and thinking about how to direct that momentum. For a variety of reasons, that energy ended up dissipating. On the plus side, there are definitely more people doing this work now, which is good, but there's also much less appetite for concentrating it into a "scene", which hurts our visibility and solidarity. Well, at least there's now a loose body of thinking and theory about queerness in games? I contributed to a new book literally called Queer Game Studies, which came out of the first Queerness and Games conference in 2013. When people ask what "queer games" are, I can now point to that book and event, even though it doesn't really feel so urgent to me anymore.

These days, I imagine a lot of us are very tired and disappointed, and I get it, and yeah I feel it too.

But however we feel, we definitely shouldn't nostalgize that supposedly simpler time, that now-mythical era before monthly milkshake ducks and anime frog nazis. That promise of 2013 (or 2012, or 2011, or 2010, etc.) is long gone and we can never go back. Instead, we must forge new kinds of promises and new kinds of trust.

We're still alive. We can still make new energy, new movements, and new alignments. And yeah, it won't feel the same. It won't feel like what we had before, or even what we think we had before. But I promise you, at the very least, whatever it is -- it will be ours.

Friday, June 9, 2017

On that one brilliant episode of Murder She Wrote that thinks VR is kind of bullshit


Murder She Wrote was a long running TV show about an elderly mystery novelist (played by Dame Angela Lansbury) who happens to solve all these murders wherever she goes. Like other long-running TV shows on CBS about older women having adventures, it was popular mostly with grandmothers and gay men -- which is why it's so surprising (or maybe unsurprising?) that it also had one of the most accurate on-point less-rosy depictions of 1990s VR on television.

If you want to know more about the episode "A Virtual Murder" (S10 E05), read Laura Hudson's full write-up for Wired.

If you're in a hurry, here's a brief synopsis, along with my short analysis... but first, please enjoy this GIF of someone (spoiler) shooting a guy in a VR headset:

Friday, May 26, 2017

From modders to mimics: a people's history of the "prop hunt" genre

This post contains minor gameplay spoilers for the first hour of Prey (2017).

Contemporary game design is built on the blood, sweat, and tears of countless modders. MOBAs, tower defense, realistic squad shooters, walking simulators, survival royales, all started as mods. (For those keeping score: Aeon of Strife for Starcraft 1 or DOTA for Warcraft 3, innumerable tower defense UMS maps for Starcraft 1, Counter-Strike for Half-Life 1, Dear Esther for Half-Life 2, Day-Z for ARMA.)

Add the "prop hunt" to the list. The prop hunt is interior design meets hide and seek, where hiders "hide" in plain sight, disguised as the decorative clutter common in video game worlds, and seekers must guess what is inanimate clutter and what is sentient clutter. Arkane Studios' recent sci-fi shooter Prey (2017) cleverly commercializes this mechanic in a way that modders never could, and while it's nice to know they're paying attention to current trends, I think it's also important to remember the modders that usually get erased from game design histories. In this case, I argue that modders predate AAA design practice by at least 19 years.

CrateDM was a Quake 2 mod released on April 14, 1998, made in an hour by Chris "Shatter" Holden. As far as mods go, it was really simple from a technical perspective: a small map full of crates, and a PPM (plugin player model) that let players appear as crates, and no custom code or anything... which, I think, is brilliant. We often argue video games are made of code, and here was a new game genre created without any code at all!

Here is Holden's process and notes from the readme.txt:

Monday, May 22, 2017

So I'm joining NYU Game Center as full-time faculty in Fall 2017... (and a bit about adjuncting)


So some brief career news stuff -- I'll be joining NYU Game Center as full-time faculty ("assistant arts professor") starting in Fall 2017 (along with Matt Boch). This might be a bit confusing. Wasn't I already teaching at NYU? Well, I'm so glad you asked...

Until then, I was/am still a part-time "adjunct" teacher at 2-3 different university programs around New York City. Adjunct faculty are treated very differently from full-time faculty: we don't usually get any benefits or health insurance, we are paid much less and at a per-class rate, and we have no real guarantee of re-appointment / job security. The average US adjunct (more than half of all faculty across the US now) would be pretty lucky to make more than $30,000 USD a year by teaching 5-10 courses a year, assuming they can hustle that much work together. (You'd also be very stressed-out and unhappy with such a heavy work load. I've heard horror stories of some adjuncts trying to teach 6 different classes at once across New York and New Jersey!)

Meanwhile, my adjunct situation is a bit unusual. The pay in NYC is a bit higher, and NYU / New School adjuncts unionized to negotiate better contracts. If you adjunct anywhere else in the US, you might have much lower pay and no union. I was also lucky to be working in a "hot" field right now, where I have a rare skillset and my classes fill-up regularly. If I were teaching first year writing and composition, I'd be considered infinitely replaceable. If I was teaching a class about 19th century Estonian poetry and only 3 students registered, the university would likely cancel the class for low enrollment. Compared to those cases, teaching video games and VR is like a golden ticket.

It's hard to talk about all this because the individual people involved -- the academic bureaucracy of directors and administrators -- are often perfectly kind people. It's not one person's fault, or even one department or university's fault. The bigger problem is cultural and systemic throughout the entire world: is a university supposed to organize knowledge and help educate everyone, or is it more like a fun resort where you drink and party and hopefully make friends with rich people? Well, if you're a university and the US government defunds you for the past 50 years, and a recession wipes out your endowment, and your alumni donors think you're getting "too PC" to deserve their money, then maybe it makes more sense for you to become a resort... etc.

Anyway. Promotions like this are pretty rare, and almost never happen for adjuncts like me. I'm thankful for the support of all my mentors and colleagues over the years, and I'm sad that I won't be teaching at Parsons MFADT or at NYU IDM anymore -- but also, again, I'm thankful for this opportunity to invest more of my time into teaching / research / being a "public intellectual" or whatever.

Some of the stuff I've been doing with a public bent already:
  • curating and helping to organize No Quarter, an annual NYC show where we commission new public games from 4 developer auteurs
  • broadcasting Level With Me, my weekly stream about level design on Twitch / YouTube
  • writing about VR, talking about VR at various events
And here's some of my plans for Fall 2017:
  • hold "open office hours" on the internet (kinda like Zach Lieberman) where anyone most people can call-in for advice about whatever
  • help spin-up NYU Game Center's streaming operations (you're gonna love "Bennett Foddy's Amiga Minute")
  • wear one of those professor jackets with elbow patches
Plus, I'll be sharing an office with all-American game studies good boy Charles Pratt. (Oh dear.)... Who knows what wacky arguments we'll have on a daily basis?! Stay tuned for our inevitable reality show.

Sunday, May 14, 2017

Eyes on the prize...


I've been working hard on my historical bathroom simulator The Tearoom, and I'm desperately trying to finish it within the next couple weeks. Basically, I've been doing lots of art passing and tuning. I've added the two last characters, for a total of 4 possible dude archetypes to encounter in the bathroom. I also have 2/8 possible dicks implemented, I still need to add 6 more, but at least I have the workflow and functionality figured out. In the meantime, please appreciate all the care and detail going into modeling the bathroom stalls -- and enjoy them in their clean pristine state, before I dirty them with layers of graffiti...

Tuesday, May 9, 2017

"Consider the Chair" in Heterotopias 002


For the new issue #002 of the video game architecture zine Heterotopias, I've contributed a piece on chairs in video games (though I focus on Half-Life 2) and about how these games' chairs function -- from the paradox that we are rarely allowed to sit in these chairs, to the "environmental storytelling" of the chairs' placement and arrangement, to the chairs' materials and history as a designed object. At the end, I posit a speculative political future for chairs in video games.

If you're into level design, you'll basically love Heterotopias. I've been a fan since issue 001, where they have a great interview with a Kane and Lynch dev about trying to evoke the alleys of Shanghai. I urge you to support this fine publication, and consider buying an issue to support independent games criticism. I'm also honored to appear next to all these other great writers, and Gareth / Chris were phenomenal editors. 10/10 would write again.

Thursday, May 4, 2017

Games-related NYC end of year student shows, Spring 2017

If you're around NYC this month, a bunch of games-related university programs are running their end of year shows. It's always very rewarding to see the fruits of so many students' sweat and tears (a lot of tears), and it also doubles as a fun social event where you often run into old friends or Twitter acquaintances.

Here's a rough schedule (in chronological order) and some brief commentary about what to expect from each show. Hope to see you there:

Tuesday, May 2, 2017

The war in heaven: a three-dimensional VR culture clash


Virtual reality is a weird collaboration between several different fields / industries, and each practice brings its own assumptions and baggage. When I go to VR events and conferences away from the influence of games, I often feel bewildered and confused by the different language and norms.

One time I was at a businessy VR event near Wall Street and some tech-biz guy said he had a "VR-ready industrial robot" deployed in a warehouse, and would any angels [investors] be interested in taking a tour? I was so confused (what the hell is a VR-ready industrial robot?) so I joked aloud, "is it a sex robot?" -- but no one else reacted at all, they just continued with the conversation and asked him about market caps or something, as if I didn't even say anything! Not even a pity smirk or furrowed brow or roll of the eyes!

This is part of a larger skirmish about language, and about how to talk about VR. The PC manufacturers have adopted "VR-ready" as a euphemism for "expensive gamer computer"... In tech, you have to be able to refer to an investor as an "angel" without laughing and bursting into flames. These are kind of trivial examples that don't seriously impede communication, but I do think they hint at how we're trying to shape cultures and norms for VR. There's not even agreement about whether to call VR "VR" -- maybe VR is just a subset of "AR" (augmented reality), but really those are both just subsets of "MR" (mixed reality) -- or maybe let's unify under the recent umbrella term "XR" (x-reality?)... terminology and labels and language matters.

And since angels are involved, I guess this is a war in heaven.

Monday, April 24, 2017

A survey of video game manifestos



I've written a few manifestos for making games -- Radiator 1 had a short "PIES" manifesto, and these days I also work off a loose "games as culture" not-manifesto and a more recent "Gay VR" utopian manifesto. To me, a manifesto is a funny thing because you're trying to predict what you're going to make over the next few years, and people will easily be able to judge you for it. (Well, Robert, did you actually achieve Full Gay VR, or did all that stuff fizzle out? I guess we'll see!) In this way, I think a manifesto is like a weird paradoxical show of strength as well as vulnerability. It's a bit of a risk.

There is, of course, a long history of manifestos, and any time you write a manifesto you're also participating in that history. The most famous manifesto is, perhaps, the Communist Manifesto. In art, we have a Futurist manifesto, a Dada manifesto, a Surrealist manifesto... in film, I've always admired the Dogma 95 manifesto... and in technology, there's the Hacker Manifesto. Most of these manifestos try to distill a complex ideology into a page or two of bullet points and prescriptions, and that's part of the fun of it. Discard relativism to the wind, and let's shape the world to our vision!

In games, we've had a variety of visions. Older industry folks often like referencing the Chris Crawford GDC 1992 "Dragon" speech or the Bruce Sterling AGDC 2008 keynote... but here I'm going to try to confine my discussion to stuff that explicitly says it's a manifesto, because I think the label matters. Let's start, shall we?...

Friday, April 21, 2017

Radiator 3 is Greenlit on Steam!

Radiator 3 is officially greenlit for distribution on Steam! Thanks everyone for your support and votes. Look for the game sometime in Fall 2017.

Some fun stuff: in Steam, apparently I can set the game page's "primary genre" to action, racing, simulation, rpg, etc... as well as "sexual content" and "nudity." Nudity games! I like the sound of that. Wonderful genre.


Wednesday, April 19, 2017

Level With Me: Half-Life 1, complete!

I do a first person video game let's play livestream show with level design / environment art commentary called Level With Me, and I've just finished playing through Half-Life 1.

I started with Half-Life 1 because it's a game I know pretty well, so I thought it would be a good first choice while I figure out how to do all this streaming malarkey. I'm still learning a lot about how to play / pace / perform, but I hope it's been entertaining and educational to watch nonetheless.

I've collected all 14 episodes into a playlist for your convenience. Each episode is usually less than an hour long. Also, you can "like and subscribe" the channel, and/or hangout during the live broadcast on Twitch every Tuesday usually from 6-7pm EST (GMT-5).



I haven't decided what the next game will be. If you have any strong opinions, please leave a comment. See you next week!

Monday, April 17, 2017

new feature: subscribe to e-mail notifications for updates to Radiator Blog

Due to a reader's request, Radiator Blog has finally joined the 21st century and now offers an e-mail subscription service via FeedBurner integration with Blogger. (FeedBurner is an old Google acquisition that scrapes and re-formats RSS feeds. RSS feeds kind of fell out of fashion like 10 years ago, but you can still access this blog's RSS / Atom feed directly if you want.)

To subscribe for e-mail notifications on new posts and such, you can type your e-mail address into the sidebar widget near the top-right of this page, or the footer widget at the very bottom of this page. Or use the sign-up form on the FeedBurner website itself. It's up to you. Here at Radiator, we're all about choice.

I will not share your e-mail address with anyone... not even with myself, because I'm probably not going to login to the FeedBurner dashboard ever again. It's all automatic now. Ah, the wonders of technology...

Tuesday, April 11, 2017

Spring 2017 progress report

I usually plan my project work roughly month by month, swapping out projects based on timeliness / recent progress. Here's my plan for the next few months:
  • My historical bathroom sex game The Tearoom will hopefully be finished and released by the end of this month / early next month. Most of the main functionality is implemented, I just need to fill-in some more content and do more user testing. Will hopefully have a lot more to say about this soon.
  • I need to dust-off my sexy strip-Go game, tentatively called AlphaGogo. I aim to finish and release it near the end of May / first week of June, soon after the next Google DeepMind AlphaGo tournament ends in China. When I last worked on it, I had some intermediate-level Go AI working on a 9x9 board. The idea is that it'll teach you how to play Go, and then the sexy "Go daddy" coach will take his clothes off with every match you win. Go usually has a reputation for being really abstract and dry, so I wanted to inject it with some humor and intimacy.
  • I have another project marinating on the side, it's a sexy pole-dancing stripping game, and it's a possible collaboration with a musical artist. One crucial touchstone for this one is the 1983 film Flashdance, which has a gorgeous iconic burlesque scene -- but then the other 90 minutes oddly condemns stripping and sex work as immoral? It has some strange politics and sexual anxiety that never completely evaporates from the whole "sexy dance" genre film lineage, even today.
  • Over the summer, I want to go back and finish Good Authority, a critical city-building sim inspired by the biography of Robert Moses called The Power Broker. People enjoyed the initial prototype, but they also didn't even get to the second half of the game, or even knew half was missing -- so we're trying to re-design the core gameplay to alleviate that. More on that later, when we've figured out more of it.

Wednesday, April 5, 2017

"If you walk in someone else's shoes, then you've taken their shoes": empathy machines as appropriation machines


EDIT, 23 June 2017: want to know more about "cultural appropriation"? I wrote a post about it, where I also try to recap a lot of conversations around cultural appropriation happening that month. Read it here.

In a 2015 TED talk (pictured above) VR filmmaker Chris Milk claimed that virtual reality could be the ultimate "empathy machine". Instead of fading away into irrelevance like most TED talks, this concept of the VR empathy machine has somehow survived into 2017. VR boosters like the United Nations' VR program and influential podcast Voices of VR continue to push this line of thinking.

I'm here to argue absolutely in the strongest terms: I am against the promise of any claim to a "VR empathy machine", and I am against it forever.

The rhetoric of the empathy machine asks us to endorse technology without questioning the politics of its construction or who profits from it. Empathy is good, and VR facilitates empathy, so therefore VR is good -- no questions please. (And if you hate VR, that means you hate empathy!) It's a disturbing marketing strategy, and I hope it's obvious how making a refugee tourism simulator your "flagship" VR experience can come across as an extremely cynical use of pain and suffering to sell your product.

I also doubt any empathy machine supporters have ever been the actual "target" of an actual empathy machine. Ironically, as empathizers, they seem totally unable to empathize with the empathized, so let me spell this out. The basic problem with empathy machines is what if we don't want your fucking empathy?

Thursday, March 30, 2017

Vote "YES" on Radiator 3 for Steam Greenlight!


So I've been giving some thought as to what a sequel to Radiator 2 would look like... and I think it'll be a similar format, with a flagship game + other bundled scenes in the same package. It's fairly straightforward to put them all together in one deployment, which is probably one nice advantage to making all my games in the same Unity project folder.

Introducing: the highly anticipated sequel Radiator 3. (Steam Greenlight page is here.) Right now the only segment that's definitely going into it is Rinse and Repeat, I'm still deciding what else I'd want to include with it... What will be new in Radiator 3?
  • Steam Achievements and gamepad support
  • SteamVR support! Probably targeting a "Standing" spec, for Oculus Touch / Vive support.
  • remastered super duper ultra high HD graphics and hair physics
  • ... and so much more!
Please vote YES on Radiator 3 for Steam Greenlight, and please forward it to your friends and parents. Together, we can make Steam a steamier place!

Tuesday, March 28, 2017

Lighting theory for 3D games, part 5: the rise and fall of the cult of hard shadows

This is part of a series about a critical theoretical approach to understanding video game lighting, while staying grounded in technical realities, and not focusing on a specific game engine.

Last time (part 4), we ended with the idea that video game lighting is a carefully assembled pile of hacks / effects that hopefully seems like a unified phenomenon of light. It might seem annoying to fuss over many details all the time, but this bespoke workflow exists because we need so much control to make sure the lighting calculations doesn't slow our game's framerate.

One of the most "expensive" (computer-intensive) parts of 3D video games is rendering shadows. To calculate a shadow in a video game, we must test-fire many light rays out from the light source. If these rays hit anything (see diagram above) then that means the light casts shadows past that object. To give you an idea of how much we sacrifice to shadows, Crytek said in a 2013 SIGGRAPH talk that they offer ~20% of their frame budget (5-7 FPS out of 30 FPS) to the shadows. (20% of their entire game! just for shadows!)

Since shadows are so expensive to do, it's impressive when we manage to do it anyway. But that also means we want shadows to pull their weight and help sell the game, to justify the work we put into them. We worship shadows while praying for something in return.

The cult of hard shadows began on February 21, 2001, at the Macworld conference in Tokyo: