IGDA August 2010 at the WGAW

August 16th, 2010 by Christopher J. Rock

IGDA Los Angeles

The title of the talk was ‘Writing Games: Tall Tales of Triumph and Terror’ and it was held last Thursday at the Writers’ Guild of America, West headquarters in Los Angeles. It went alright, with some discussion of what it’s like to be a game writer, the new and growing position of game writers within the WGA (which allows game writers to join according to lower standards than film or television writers), and lots of nods to Uncharted 2 and Half-Life.

Everything pretty much went as I expected, but I found it very unfortunate that we did not see a discussion of the art or craft of game writing. We only really heard about the differences in work environment and technicalities. For example, it was generally agreed that game development involves far less clearly defined roles than filmmaking, so a writer can expect to play some role in game design and should expect the game designer to play a role in writing. A script writer should also expect his usual 125 page script to shoot up to around 800 pages for a game, since games are longer and a player may only experience a fraction of a game’s writing in a single play through. We did not, however, hear about anyone’s ideas on game writing, how a game is structured, approach, how they use the game to convey meaning or feelings. At one point it was mentioned that while in film it is said that a writer should ‘show’ and not ‘tell,’ in games a writer should ‘do’ and not ‘tell,’ but that was the extent of artistic discussion.

I stood up for the Q and A at the end and asked about the difference between games with mute protagonists and those with talkative protagonists, citing Half-Life and Uncharted and asking how each writer felt about the different approaches to game writing. This, I thought, was a question they could bite into. Surely one of these guys struggled at one time or another with the contradiction of a game’s protagonist being both a unique character and being played by the player, or at the very least, thought it was interesting, thought something could be done with that. Right? One of the writers reiterated that Uncharted 2 and Half-Life were both great games and simply said sometimes you go the one direction with a mute, and other times you go with the yapper. Nobody else had anything to say. So that was my shot. Oh well.

Anyway, I had a good time, especially talking to some of the writers over cokes. I even met a flash developer by the name of Tamar Curry. Seemed like a cool dude.

This is my second IGDA meeting and I recommend checking them out, especially if you want to meet some local LA game developers. Students and indie devs show up in addition to folks from some of the larger companies, so it’s a good bunch.

-Christopher J. Rock


What I’ve Been Playing: The Same Game?

August 8th, 2010 by Bryson Whiteman

  • First-Person Shooter. Check.
  • Post Apocalyptic World. Check.
  • RPG Elements. Check.

I had held off from getting an Xbox until Halo 3 came out. There was all the drama with the Red Ring of Death and there were lots of rumors of a new motherboard with less problems, coincidentally around the time of Halo 3′s release. After playing through Halo 3 I ended up getting a Wii and Super Mario Galaxy — mostly using my Xbox for XBLA games ( Braid, Rez, Castlevania: Symphony of the Night, Banjo Kazooie, etc.) Last Fall I decided to get caught up with Xbox retail games, and borrowed a bunch from Ricky.


Bioshock

Bioshock was high on my list. It was mega-hyped, looked pretty cool, and one of the prettiest games out at the time. There were a lot of demo videos leading up to its release, demonstrating the variety of ways you could interact with the enemies and environment to get through situations. Using electricity to deactivate machines, using fire to make enemies run for water, making the Big Daddies fight on your side, and the like. It looked exciting and I had to see what the game was about since it was one of the best examples of our game technology.

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IGDA LA – July Meeting

July 10th, 2010 by Bryson Whiteman

Chris and I attended the IGDA LA Chapter’s July meeting for a panel discussion titled “Running a Small Development Studio: Perils, Pitfalls & Promise.I was interested in checking out the event because it was a relevant topic and I’ve yet to attend any of the LA Chapter meetings. I’ve been an IGDA member on 2 separate occasions but failed to see value in the membership since there were never any meetings. This year they’ve restarted and are having meetings the 2nd Thursday of every month.

The talk was excellent. The speakers gave a good idea of some of the challenges of getting a company started and keeping it rolling.

The speakers were:

John Beck CEO, WayForward Technologies (A Boy and His Blob, Where the Wild Things Are, Space Chimps)

Jenova Chen Creative Director, thatgamecompany (Flower, flOw, Cloud, Journey)

Tian Mu CEO, Co-Founder, Naked Sky Entertainment, Inc. (Star Trek DAC, RoboBlitz, RoboHordes)

Jesse Vigil Founder, Partner, Psychic Bunny (Codename Games, Lead Balloon)

After the talk, it transformed into a mixer. It was good chit-chatting with some of the homies and the regulars. Met and re-met a couple people we saw at the USC Global Game Jam. I had a good chat with the homies Nite and Deon, who worked on Lulu Cao’s thesis project, SomeDay.

This IGDA-LA event is every 2nd Thursday. It hasn’t been updated for a while, but you can try the website for info about the next one. If they keep having meetings of this caliber, I’ll have to renew my membership.

Oh yeah, baby. I came up. Won this wonderful game at the raffle.


E3 2010: Tuesday, The Sokay Exclusive

June 16th, 2010 by Christopher J. Rock

Kinect

Two guys playing with the Kinect at E3 2010

That’s right. Sokay is at E3 and nobody else will give you the breaking story on the games YOU want to play! Anyway, I’ll let you know how it went. For me, Nintendo was the show, so I’ll start with the other guys.
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Ebert Repeats: Games are not Art

June 14th, 2010 by Christopher J. Rock

Roger Ebert recently published an article reiterating his claim that games are not art. This was in response to a TED talk given by USC student Kellee Santiago.

I’d have liked to see Santiago take Ebert down a notch with a strong argument, but she came off as many of the ‘game school generation’ do: all talk and born to sell out (e.g. using marketability as evidence of artistry). I assume this is because graduates would rather not alienate the industry or general populace with their ideas, but the need to maintain a friendly facade dilutes the message too much for my taste. For that reason, I’d also have liked to see Ebert take Santiago down a notch, until he stopped making sense.

One of Ebert’s key failings is that his actual views on art remain a mystery and for that reason, I hope to convey my perspective through my discussion of Santiago and Ebert. I welcome attack.
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Preview: The Dream Machine: Chapter 1

April 22nd, 2010 by Bryson Whiteman


Play The Dream Machine at www.thedreammachine.se

I had contacted Anders Gustafsson, creator of Gateway II, and he gave me a preview of the first chapter of his latest game — The Dream Machine by Cockroach Inc.

I had played the demo before and while it was presented well, I didn’t know what to think of it. It was so short that it felt like it was over before it ever began. But after playing through the first chapter, I can now rest my worries. I can’t wait to play the rest!

First off the game is well written. While Gateway had some dialogue, its story was mostly told visually through the animation of the characters. In The Dream Machine, the characters have some great dialogue, which I find believable. The game start with your character, Victor, just moving into an apartment with his girlfriend. You get a good feel for their relationship through their talking. The game has dialogue branches which allow you to respond in a more serious or joking manner if you wish. It helped me to believe in the characters — okay, Game Creator, you’ve got my attention.

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Indiecade 2010: A Call For Submissions (and War)

April 7th, 2010 by Bryson Whiteman


Indiecade 2010 is a comin! Deadline for submission: June 1, 2010

I read about Indiecade accepting submissions for the 2010 game festival on Gamasutra. If  you read this blog, you might know that we went to last year’s Indiecade and had a good time. I told Chris and he’s down for action! He wants to submit his upcoming game. I think it’s unannounced…

I see this as a threat. He may be my friend, something of an ally, but I will never let him make me look like a chump by outclassing me at Indiecade. Never!

So I now announce that we are at War.

This ain’t no East Coast/West Coast thing. We’re both representing Los Angeles, no problem there. Nobody’s getting killed. This war is more of an arbitrary goal to provoke motivation, sorta like Obama’s car MPG requirements for 2016.

Chris’ game is looking great. It’s a physics based puzzle game, he’s doing all the art and coding as well. In addition, there will be some procedurally generated music. This guy is nuts, but it works. A demo for it is coming soon.

I’ve been forever working on my Donut game. It’s looking great but I’ve been neglecting it because I’ve been doing long hours on a game I’m doing for my day job. And I’ve been working on an update to the Sokay.net site. When things get back on track, I’m gonna knock it out.


Soul Bubbles by Mekensleep for Nintendo DS

December 15th, 2009 by Bryson Whiteman

I read a comment on Gamasutra that mentioned the game Soul Bubbles by French developer Mekensleep and how its lack of definite genre and audience limited it to an order-only title exclusive at the Toys R Us stores. I did some Googling to find some interviews and interesting stuff.

I also found this great GameSetWatch interview where the creative director Oliver Lejade discusses how the game came to be. From starting off as a PC tech demo, to becoming an innovative title making extraordinary use of the DS’s capabilities. Here’s a quote on why they had a hard time selling the game to distributers.

You’re saying, “Oh, this is a game about little girls, pink ponies, and you know that little girls are going to buy this,” it’s X number of units are going to go, it’s an easy sell. But when you come in with an original game, that they don’t have any clear reference to the gameplay of something that has been done recently, that has no license, then it’s a very hard sell. And if you have only five minutes? I can’t explain Soul Bubbles in five minutes. It’s not doable — and I made the game.

You can read the interview here:

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Why Games, and why not Why

November 14th, 2009 by Christopher J. Rock

At the IGDA leadership forum in San Francisco Chris Hecker demanded that game developers ask themselves why they are making a game before they design it. Hecker is a renowned contributor to game graphical and physics technologies and a long time proponent of indie gaming.

‘Why’ is step one in any other art form, but Hecker is right. We don’t hear that question too much in games. It is my opinion that the earmark of great art is the purpose behind every choice involved in its creation. Even if that purpose is ambiguous at best, there must be justification for artistic decisions. But Hecker did a good enough job of making this point, so I’m going to say something that may be to the contrary. (more…)


“How to Make a Game in 48 Hours”

September 24th, 2009 by Bryson Whiteman

This is a video of Kyle Gabler‘s keynote to Global Game Jam 2009. I’ve been meaning to post this since I first saw it. I found it super inspiring!

7.  Adjust Expectations – Don’t strive for the next AAA hit, limit your expectations to something reasonable.

6. Create a Low Barrier of Entry – Make sure its fun within the first 15 seconds. Title screen, concise instructions, and jump into gameplay! Please forget the drawn out backstory.

5. Feel Something – Feel music to inspire, have an emotional target.

4. Make the Toy First – Prototype the idea to see if it even works before commiting!

3. Audio! – Sound is super important, make sure it’s not slapped on last minute. Involve it in the design of the game.

2. Harmony – “Think of how you can achieve harmony economincally.” Make sure everything that you have (music, art, gameplay) fits together.

1. Never Fall in Love – Free yourself to experiment with new ideas and don’t get too attached!

I don’t necessary feel that these are laws of game design, but they are very helpful philosophies to be able to complete a game prototype in an accelerated timeframe. I tend to fall in love with every game idea I have, which is why I have so many illegitimate prototypes running through my project folders.