My Photo

June 2008

Sun Mon Tue Wed Thu Fri Sat
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28
29 30          

Recent Posts

Recent Comments

Currently Playing

Blog powered by TypePad

May 26, 2008

au Louvre

As of this writing I am in Paris, getting ready for Ubidays.

We'll be in the Louvre, where we I will be presenting a short, live stage demo during the opening conference on Wednesday night (Paris time - that will be Wednesday afternoon EST and Wednesday morning PST).

We'll also be doing full length demos and hands-on demos with the the press as well as doing all kinds of interviews and stuff throughout the day Thursday.

Ubidays in San Francisco was just over a week ago so coverage from that event, plus the live streaming coverage from UPlay dotcom and the live coverage Gamespot is hosting should all land over the course of the day Wednesday, Thursday and Friday. Of note, our first full trailer will land sometime in there so keep your eyes open for that.

May 07, 2008

Choice and Consequence

Randy is so frikkin' smart.

His latest column on Next-Gen dot biz is right on. In particular, I really appreciate this concise statement of one of the big challenges we face today as game designers:

Modern games, by contrast, teach us things like it doesn’t really matter which way you choose to go. That someone will always watch over you and check you’re OK. That there is an omniscient judge of your behavior who is generous with this information. That you should do what you’re told and get really good at it.

Anyway, the article is short, so you should read it. I won't try to rehash it here either... no point in cluttering up what Randy gives us so eloquently and concisely. I think Randy raises most of the important questions, and I sure as hell don't have answers. I do think, though, that if the people who are interested in tackling (and maybe one day even solving) these problems were to just try and take on one of them in their next game, we would have all of them solved in the next 3 years. So get to it.

I sent the article around to my design team and after reading it one of the guys on my team turned to me as said 'sounds like he wants to play Far Cry 2'. Well, I'd like to think we're trying to tackle some of these problems... but as I said, it's going to take a bunch of us attacking from different directions to gain any ground.

April 16, 2008

Happiness is...

Learning that your last game has been selected to be made available for download as an XBox Live Original. Thanks Major. I'm super proud to be a part of such an illustrious line-up, and I can't wait to play it again. And I think much of the team - at least the ones I spoke to today about it - were all very happy to hear the news.

It's been a couple years now since I fired it up. If you ever decide to give Acheivement Points for XLO titles, and you need someone to design them - hey, I could make time for that.

April 14, 2008

Here's lookin' at you - algorithm...

Two interesting links floated around work in the last couple days. Both related to visualizations of information or information processes.

One was this beautiful work being done by Alex Dragulescu at MIT Media Lab where he is feeding patterns from software viruses into 3D software to create visual representations of what they 'look like'... and I have to say they are very... viroid... be sure to look at the full size images.

The other was this cool web-based chess program that shows you what the computer is thinking. Go play a game. At first you might think 'so what - this doesn't enlighten me much, it's just pretty...' but play a WHOLE game. These screenshots show how the patterns of chess evolve over the course of a single game. It's fascinating actually seeing how the huge complex patterns break up somewhat quickly into overlapping patterns of lines of attack, and then devolve into tight defensive rids and huge sweeping lines for the losing and winning sides respectively.

What I wonder is if this information would be useful in teaching certain kinds of people - people with certain ways of thinking - how to play better chess. It certainly offers an alternate abstraction of the information that we get from observing a chess board. One feature I would like is for the creator to allow you to set up any board position you like - or even to feed entire games to the brain and see the patterns for each board position. This might allow a rich and interesting analysis of classic chess games and might offer interesting insights into how and why certain strategies work. Maybe I should fire a mail off to the ChessMaster team and get them to hire this guy and integrate this. That would be cool.

Anyway - beautiful stuff - these two things made my day.

April 05, 2008

Powers of Ten

So this post marks two awesome simultaneous events.

First it is my 100th post on Click Nothing in just over 3 years. That puts me at not-terribly-respectable-but-not-terrible average of about one post every 10 days. When I started I had hoped to post minimum once a week, and there's no denying that I have enough data to say I have failed that objective. However, aside from a couple of specific windows where I didn't post for an entire month or so, I have been pretty close to once a week. Not bad. Maybe I can turn it up a bit and try to log my next 100 posts in a 2 year window... especially given the number of emails I send myself from work saying 'something to post' and then never get around to it.

So a good start... and room for improvement.

The other power-of-ten landmark to note today is that I hit the 10,000 Achievement Point mark on my X360. I landed it while doing co-op missions on GRAW2, so I'll thank my comrades in arms for covering my back while I racked up the points...

Alpha Team
Final1Option - Gunner
XL Burrito - Marksman

Bravo Team
Chuck Gagarin - Grenadier
MagnumPY - Rifleman
gregvw - Rifleman

I haven't had my 360 for quite as long as my blog - only 2 years and 5 months, minus about 2 months of downtime with the two RROD's, which is about 27 months. That's a measley 370 points a month - or just over 10/day. There is another ratio I need to improve. New target - 500 per month. That would be a significant 35% improvement, but I think I should be able to do it. It might be tricky as we move into the last half of this year with all the huge open world games I am expecting to play - Mercenaries 2, Fallout 3 and GTA IV... those games take a lot of time to harvest - I'll have to try and get a head start before I get sidetracked to all of those huge games. 

March 15, 2008

Something on the RADAR

[UPDATE 03/16: RADAR INVISIBILITY - apparently the site was only live as a test - and will go up again early this week - perhaps Monday]

I don't normally post about business stuff, but a friend pointed me in the direction of Scott Miller's (of 3DRealms fame) new gig:

RADAR

Sounds like an interesting project - building creative with developer partners to retain IP ownership and leverage it across different media. If they can make that work it is obviously hugely profitable and also really good for the developers involved.

Normally I wouldn't pay much attention to a business announcement at all, but there are three things they seem to have going for them right out of the gate.

First - most new companies like this have a bunch of jargon designed to appeal to VC investors, and then their 'projects' page is blank. In this case, they already have listed not one, but three titles Earth No More, Prey 2, and another new IP I've never heard of called 'Incarnate'. Admittedly, I had thought 3DR was running Earth No More and Prey 2... but regardless, the fact that the page isn't blank means these guys are actually doing stuff.

The other two reasons are Raphael Van Lierop and Will Kerslake - two guys whose work I respect tremendously. If these two are heavily involved in the creative, the RADAR has the ball to run with.

March 08, 2008

A Teacher's Primer

Middle of last week, The Globe and Mail published an interesting and well-written article about the Canadian Teacher's Federation (ironically abbreviated 'CTF') calling for a ban on the X360 and Wii release of Rockstar's Bully: Scholarship Edition.

Before getting into it I want to praise the unbiased and seemingly well-informed writing of the article itself by Jill Mahoney and Unnati Gandhi. It is a rare treat indeed to read an article about topics like violence in games, or the banning of games and not be left with the dreadful feeling that the reporter, editor and publisher of the article are in fact terribly biased in favor of the complainant and against games and the game industry. While I don't typically read The Globe and Mail, this article reminds me that I should get off my CNN junkfood diet and start giving a shit about what news media I consume. So there you go; G&M, you've gained a reader.

Now - to the point.

I have not yet played Bully. I never had an opportunity to play the PS2 version and was eagerly anticipating the X360 version. Unfortunately, circumstances have conspired to delay my attempt to play the game, but this will not last forever. Therefore, this is not going to be a defense of Bully by saying 'the game is great, you should play it' - simply because I don't know if that's the case.

This is also not going to be a defense of Bully on principle. I am not going to attempt to champion the freedom of expression of game creators. I'm not going to stand up and say 'you can't ban me - I have rights'. I'm not going to get sucked into the debate on your terms. The simple fact is, I don't need to. Reactionary cries to ban a critically acclaimed game like Bully are doomed to failure and involving myself in the debate on these terms contributes to nothing but a minor validation of the fears of the fearful. I think that with a little bit of effort, I can come up with a better contribution than that.

So, what is it that I or the CTF could contribute? Since I haven't even played Bully - and probably neither has Ms. Noble, President of the CTF, (nor probably have her counterparts in the coalition of teacher's unions in Canada, the United States, Britain, South Korea, Australia and the Caribbean who are mentioned in the article) I wonder if we even can contribute anything? Ought we enter into debate about public access to media that we have not even engaged ourselves? That seems unethical to me - especially given our roles. It is doubly unethical if Bully might in fact actively contribute to broader and deeper societal understanding of the very serious and real issues of bullying. While our teachers are certainly on the frontlines of the battle against bullying - they are not the owners of the issue and they are not the only ones entitled to examine or discuss it. Those who create art or other media such as films, novels or games that engage the issue are also part of society's attempt to deal with the problem.

So, no, I'm not going to defend Bully at all. Instead, I am going to invite Ms Noble and her counterparts to examine it with me, and to enter into a critical discussion of its merits and the difficulties it may or may not pose to students and to teachers who clearly and irrefutably have to deal with the daily reality of bullying in our society. If the concerns of these individuals - our de facto authorities on bullying - are not explored in a game like Bully, then perhaps Bully is nothing but sensationalist junk. On the contrary - if Bully does illuminate the social realities of Bullying within the reasonably defined scope and capability of the medium, then not only is it more than sensationalist junk - it is arguably an important work. Perhaps even a work that students should be playing in school as a part of their education in order to safely explore notions of bullying while having to neither engage in, nor be subjected to it.

So, to Ms Noble - and to her counterparts in the coalition of teacher's unions - I extend an open invitation to play Bully with me, and once we have all finished we can collectively engage in an informed dialogue about the merits or failings of the game. Think of it like a book-club, but instead of reading Jane Austen we'll play a game - and then we'll talk about it. We'll talk about what it says and how it says it. We'll talk about what it means. We'll talk about its contribution - or lack thereof - to our body of knowledge and to our emotional experiences as human beings - as relates to bullying.

As a primer - since you are probably not terribly literate in games - you might want to start doing some homework. You taught me how to read - so now is my chance to return the favor.

Start with Eric Zimmerman's and Katie Salen's book Rules of Play. This is probably the most complete work to date on the subject of games and what they mean. It's being used to teach Game Design in universities, you know. Probably you will even be adding it to your own ciriculum in the coming decade.

For more insight into the growing field of game design as theory, I suggest a couple of small articles that are becoming increasingly central to the development of the profession, art and craft of designing games. These are Doug Church's Formal Abstract Design Tools, and Hunicke, LeBlanc and Zubek's presentation of the MDA framework. While certainly not applicable to 'reading' and appreciating games, they may help you bootstrap your understanding of this emerging medium and get us to the stage where we can all play Bully together a little bit sooner. If you only have time to read two short articles about the foundations of design theory - these are the two.

For formal discussion of numerous principles underlying game design and to brush up on the critical vocabulary you will need when we enter into discussion, I humbly recommend several of my own past GDC presentations, in particular, one on Intentional play, one on Exploration, one on Immersion, and one on Simulation Boundaries. More important probably than the presentations themselves, is the fact that each of them has numerous suggestions for further and deeper reading should you care to continue. Terminology and concepts introduced throughout these presentations will lead you all over the internet and into the heart of a whirlwind of knowledge about games from some of the smartest people in the world - people made smart by the previous efforts of you and your peers and colleagues to educate a generation of children who invented an entire medium.

I would also recommend you read my own discussion of the state of game criticism - in response to Ian Bogost's critique of (you guessed it) Bully, and - while I have not yet read Mr. Bogost's recent book, well, you might want to tackle that as well. I will certainly read it before we get around to our discussions.

Finally there is probably one remaining hurdle to this endeavour. I am guessing that you are not comfortable playing a game as complex as Bully. One of the unfortunate weaknesses of our medium is the barrier to entry created by the need to actively input meaningful expression into the dynamic system of a game (ie: it's hard to start playing games because you have to actually play them). Fortunately, the game industry has been working hard to lower this barrier to entry and open the doors to new audiences of people who have been up to now intimidated by this barrier.

If you, Ms Noble, are interested in playing Bully with me, say so. If you do not already own one, I will buy you an XBox 360 or a Wii and a copy of the Bully: Scholarship Edition. Once you have your new console, you can can use it to download a host of games either from XBox Live Arcade, or the Wii Virtual Console, and you can brush up on your gaming skills. Both platforms offer a fantastic wealth of titles dating back to the days of Donkey Kong and Pac Man. You can certainly choose a dozen or more different award winning titles of varying complexity and challenge level to gain comfort with the controller and prepare yourself to play Bully.

So there you have it. Since I am interested in the debate, but I'm not interested in the trite and dull perspective that the uniformed are bringing to the table, it's time to turn the tables. I welcome - even actively encourage - any informed debate on the value of games, or even of a particular game. If you want to talk about these issues as informed professionals with potentially conflicting perspectives in need of thoughtful resolution - I'm game. If you want to enter into ideological debate about whether or not Bully should be banned, I've got better things to do - and frankly, I would like to think you do as well.

In closing, I wanted to say I hope you don't think I'm being a smart-ass by throwing out an offer I know you won't accept. I sincerely do not mean it to come across that way. I'm simply trying to challenge what appears to me to be systemic bias and injustice arising from ignorance of what thousands of people working in my industry are trying to accomplish for the betterment of our society. It's easy to shake a fist in outrage, and I have done my share of that. It's harder to invite rational discourse and to work with those with whom you have conflicting opinions in order to do what you know is right - especially when it is unpopular.

I think I learned that from Atticus Finch when I read "To Kill a Mockingbird" in my eighth grade English class with Mrs Uchiyama at Kitsilano Secondary School in Vancouver. Despite numerous attempts made to ban the book over the decades - I am more than proud to say that the debate surrounding it, and the content within it has been formative of my world view. Despite the cited 48 instances of the use of the word 'nigger' in its text - the book taught me not to be racist, but instead to tackle difficult and sometimes unpopular challenges head-on and with courage. So regardless of where the CTF stands on the controversial and challenging issues surrounding Miss Lee's book today, it seems clear that the debate itself makes a difference and contributes to the shaping of who we are.

I hope you do not see this new medium that your children have created as being beneath debate and ban-worthy simply because you don't understand it. Especially not in face of an offer to examine it openly. Perhaps together we'll find out if The Child is father of the Man after all. (Mr Henderson's Lit12 class).

March 06, 2008

The Olsen Saga - Part VIII - Olsen vs Mr Freeze

So I was getting a bit worried having not received my shipping container to send Olsen back to the repair center, but it arrived today. Three days. Totally acceptable considering that Montreal was nuked by like 30cm of snow Tuesday night and is still recovering. We're expecting another 30cm Saturday, and I assume the storm is engulfing most of the Central/Eastern region. It will probably delay the shipment to the repair center, and back... so I'll consider 3 days additional transit in the whole equation due to Act of RROD... I mean God.

Anyway - the set-up was EXACTLY the same as last time. In fact - the foam padding seems a little less firm and seems to be rubbed off on the edges. I wonder if they are recycling the packaging? Regardless - as of this writing Olsen is en-coffin-ated and ready for hearsing off to Purolator tommorrow AM.

March 05, 2008

Pat's Narrative Design Slides

Pat Redding is the Narrative Designer on my project, and he gave a wicked talk at GDC about the narrative design of Far Cry 2. He has recently put his slides up for anyone interested, and they are annotated with the text of what he said, meaning they're actually usable.

This is must-have info for anyone interested in the design and implementation of systems that turn control of the story over to the player.

March 03, 2008

The Olsen Saga - Part VII - RROD

I feel like Frank Herbert or something... after the first triology becomes two trilogies, and we think it's all finished, I have to suddenly write another trilogy.

I came home from work today at around 8:00pm and turned on my new improved Olsen so I could pipe some MP3s over my wireless to play through my 360 connected to my sweet home theatre. Alas... RRRRRRRRROD!. Sure enough, Red Ring of Death, and my heart is filled with sorrow.

So I open the relevant support page on XBox dotcom and confirm the issue.

  • 3 flashing red lights - CHECK
  • powersupply light is steady green - CHECK
  • turn it off, wait for 10 seconds, try again - same result? CHECK

He's dead.

Well, this saga begins very much the same way the last saga did (ironically both of them started in the same time frame - right around GDC - I wonder if there's a correlation there?). I phoned 1-800-4MY-XBOX at 21:20, March 3, 2008.

I spoke with the automaton 'Max' who had me in a Support call queue by 21:22.

I was on hold for about seven minutes until Jarred answered at 21:27

I explained the problem, confirmed my contact info, gave him my serial number, and had him politely remind me that although my original coverage had expired, due to Microsoft's generous extension of the warranty, I was still covered under the new 3 year plan.

I explained the steps I had followed to troubleshoot already, and Jarred put me on hold for another 3 minutes until 21:30. Then he came back on and told me (surprise) that I had a hardware failure and would need to send the box in for repair.

A shipping container like this one should arrive from Purolator (probably tomorrow or Wednesday if what happened last time is any indication) and then I can pack up poor Olsen and ship him off.

I have my handy reference number and they say it will two to three weeks. Let's hope they fare better than last time.

Gamercard

  • Cmdr Greedo

My Games

Recent Films