Tuesday, May 27, 2008

That's "Mister" to you.

Like all parents, I want to ensure my kids get a proper education. I believe that starts with a solid foundation based on the classics.

Which is why we took a break the other day from the never-ending Lego Star Wars gaming to introduce Thomas and Jennifer, aged four and a half apiece, to the classic Pac Man franchise. This way I could show them what games were like when I was their age (actually about 3 times their age when Pac Man came out, but I digress).

We started with Ms Pac Man because it's more forgiving. Then we moved on to the original Pac Man, at which point my daughter corrected me.

"Daddy, it's not Pac Man. It's MISTER Pac Man."

Tom likes eating ghosts. Jenny is interested in the part (on 360) when she is presented with a tally of which fruit she has eaten, citing that fruit is very healthy and that both Ms and Mr Pac Man will avoid getting sick as a result.

...and speaking of games as art

...Clint casually mentions that Ubidays (Ubi's big press rollout of the year's coming catalog) is being held at the Louvre.

Rented venue or not, I think that says something, no?

Sex in Games: The Lecture

Alice points us to this awesome lecture-turned-flash-movie by Daniel Floyd.



Well worth the few minutes to watch!

Thursday, May 22, 2008

Game mini-reviews: GTA4, Penny Arcade Adventures

I'd been meaning to post some thoughts on GTA4, but have been busy and have only played a couple hours into it. Since "anonymous" seemed to think my pointer to a flickr set of game screens was an endorsment, I guess I'd better do a short review/commentary now.

While I'm at it, I spent an hour or so playing the Penny Arcade Game, so let's throw that into the mix, shall we?

GTA4

Pros: It's like GTA3, but bigger, badder and better. The world is huge, the content is racy, they've added a ton of stuff to the proven formula.

Cons: It's like GTA3, but bigger, badder and better. The game, like many, is TOO BIG. Multiple hours before you even get to the moderately interesting stuff. Racy content is ok, but its gratuitous and they missed out on many opportunities to treat it more as gameplay rather than fluff. 'Better' as a con in that it's largely many incremental improvements over the proven formula of GTA3, but nothing revolutionary, and certainly not deserving of the over the top review scores.

Other thoughts:

  • As many have noted, the metacritic scores are *out* *of* *control*. It's a good game, but it is not the perfect game by any means. There's a whole other post to write about the group think and pre-launch hype and resultant salivation that helps drive this behavior.
  • As 'anon' commented, the game appears to push the DVD drive pretty hard, and some xbox's are having problems, something to do with dusty lenses? I saw the issue once, but then swapped Xbox360's (one of my had RROD'd and it came back from the fix-it shop) and haven't seen the issue since.
  • The 'score with your girlfriend' potential achievement (ahem) is such a lost opportunity. Could have made a fantastic mini-game that you interact with through the game. Should you attempt to kiss her, take her upstairs, etc, with her reacting based on how long you've dated, what she thinks you'll think of her in the morning, how passive or aggressive you are being, how the current date was going, etc. Instead it's a little bit of gratuitous content and that's about it. Shame.
  • The GPS and in-game phone are ok, but sometimes I think that games go too far to mask the HUD. I mean, really, are we all really fooling ourselves?
  • I havent played multiplayer yet, but the multiplayer modes look like a riot. Waiting until I finish single player game.

Penny Arcade Adventures

I've only played an hour or so this evening, but I was privvy to a little of the background while I worked at MS. There was a lot of heated discussion about whether the more-family-friendly XBLA channel was a good place for a game with a character that copulates with produce, but I guess we can see how that worked out, and I'm glad that it did.

The game is best described as comic-book-point-n-click-adventure-meets-turn-based-RPG. Some thoughts on it:

  • I fucking hate turn-based RPG's, and yet I like this game, so I guess that says something. I'm not even that much of a Penny Arcade fan (I like the comic, but am much more of an XKCD guy, and confess that I have a guilty pleasure in reading Questionable Content.)
  • It's the closest I've seen to the reincarnation of Lucasarts point-n-click glory days. If you liked those games (I did), you'll be willing to put up with the turn-based-combat crap.
  • As a comic put in motion, it's brilliant. Scott McCloud would be proud, I think. I love the treatment of fixed camera views as "panels", breaking the fourth wall. The toon rendering is well done, as is the panel treatment. Best comic-in-motion since Ubi's 'XIII'.

Go try the demo, decide if it's for you, and buy it if it is. Its definitely worth downloading the demo.

Wednesday, May 14, 2008

It's Nau or Never

Crap.

A while ago, I discovered Nau, a clothing store whose clothes I really liked and who's mission was pretty cool. Then the other day I discovered they were going out of business despite being less than a year old. Crappy crap.

The unique thing about their business seemed pretty well timed, "style with meaning" I guess you'd call it. Things like a portion of your purchase going to a non-profit group which you chose at time of purchase, clothes made from sustainable or reclaimed materials, low-impact biz practices, etc. See here for more detail.

The (somewhat bitter sounding) statement on their website claims investor reluctance, but I can't beleive that's the whole story. There's a ton of VC interest in other environment-related companies right now. Maybe it's the direction the economy is taking that has them reluctant about boutique clothing? I dunno.

Anyhow, rest of inventory is on sale on their website. I went and busted the bank, you should too. They'll be rareties soon enough!

Monday, May 12, 2008

Shippin' stuff

Man, People are *shippin* stuff!

Dave's book is done. Congrats Dave. I remember finishing GPG5 and handing off the huge printed stack. Fun.

Robin (and a cast of others) shipped Boom Blox, and it's rockin' 85 on metacritic. I guess I'll finally have to buy that Wii.

Justin & Merci (who's game has been in beta for a while), shipped PMOG, the Passively Multiplayer Online Game.

Mary Jo shipped Iron Man. Congrats to her to, even though she's since left to do consulting. (BTW, the story's cuter coming from her S.O.)

Meanwhile, work on Industry's worst-kept secret will have me not shipping stuff for.... a while :-)

Back on the horse...

Man... over 2 weeks without posting. Very unlike me. (VGVC is lagging even more. Really ought to do something about that...)

Things have been busy between work & settling into the new house. Work's also involved some travel. Did a few days in San Fran for work-related meetings, dinner with Chris, lunch with... well, no one talks about Fight Club.

Montreal last week for 3 days which was fun, but tightly packed. Work related meetings and dinners, tons of work to do in small gaps of time between, and then one afternoon of visits with mom, dad, friends. Flew back 6:00am Saturday to attend Adam & Stacey's wedding party.

Hopefully should catch up now that I am stationary (I think?) until GDC Paris.

Friday, April 25, 2008

How many repetitive stress injuries per minute?

OK, I just discovered TypeRacer.

Typershark meets Kung Fu Chess. Typing of the Damned meets Deathmatch.

Yes, it's multiplayer touchtyping deathmatch. If you wake up in the morning and notice the world's awesome is missing, well it's all collapsed into here. It is a singularity of awesome.

Wednesday, April 23, 2008

Gamers steamed over Steam? Distilling some learnings

There's an interesting thread over on the Escapist Magazine forums in which someone is raising a bit of a fuss about game prices on Steam. Specifically, their complaint is that many of the games listed, including some of Valve's, can be found cheaper at physical retail locations.

Having higher prices for comparable product isn't normally perceived well, but it's additionally aggravating in this case because (a) so much has been said about the efficiency of digital distribution, and (b) there's a perception that the customer is 'buying direct', and therefore should be given a better deal.

Now, I'm not faulting Valve. I think they have a great service. The issue here, is in the difficulty of keeping up with the aggressive discounting and/or promotion that retailers will do as they manage their inventory and shelfspace.

To some extent, Valve is between a rock and a hard place. Just keeping up with the pricing and promotions that all the retailers have going on would be daunting (I'd argue impossible). Even if they did that, then matching one retailer's price drop would be seen by another retailer as undercutting their channel partners. Damned if you do, damned if you don't.

So what can we learn from this?

1) Be careful about message you send about the value of your service. I'm not sure that Valve has ever said that digital distribution would result in lower prices (I'm fairly certain they didn't). Still if the value was in the dynamic updates, or in the feel-good value of a larger share getting back to developers, or whatever, they should have made that the top talking points in all marketing efforts.

2) If people are comparing apples to oranges, make sure to point out that you are a pineapple. If customers ignore the above, and insist on making comparisions like the above, bring the discussions back to your product/service's value and to why the comparison is moot. In this case, it's not buying a product, it's entering into a service relationship with Valve, and that does more than get you the one game.

3) Prevent the upset from happening to begin with. This might seem a little schizophrenic at first, but I think that Valve should point people away from Steam. By this I mean they should clearly point out that some retailers might offer the game for cheaper, and that if all a customer wants is to buy the game, they are welcome to check prices at places A,B,C. They should then point out what the advantages are of buying through Steam. Customer doesn't feel they were duped, and you've reinforced your messages.

Long story short, I think this is a good lesson in how the customer doesn't always get your marketing pitch. Sometimes they write it for you. You have to plan for that and know how to address it.

Monday, April 21, 2008

Time Sink...


photo.jpg, originally uploaded by Kim Pallister.

Spent a surprising amount of time this weekend getting my media room in order. Assembed new IKEA entertainment center (centers actually, I bought two to put side by side, and reversed the shelves/drawers on one of them which required some IKEA-hacking), routed cables (HDMI, audio, component, power, etc) through the wall. The latter was a pain because it's an outside wall so I had to route a bulk of cables in the narrow space between the wallboard and the vapor barrier.

I'm still trying to get wireless to work well throughout the house with HD video, etc. Was much easier in the old house where I'd routed CAT6 cable everywhere.

[oh, and the room isn't orange. iPhone camera did that for some reason)

Thursday, April 17, 2008

Centennial Middle School Talk

I gave a talk yesterday at Centennial, a middle school out east of Portland, about careers in the games industry. I'd given a talk at the same school when I last lived here, and it was once again a blast.

The format changed some. Last time, they rotated 5 groups of 25-ish through for a 15 minute presentation each. This time, we got the whole group of 150 kids in one room, and did a 30 minute talk followed by 30 minutes of Q&A.

[BTW, if you are one of the kids I spoke to, you here's the list of resources I posted last time on 'game development for beginners'. It's a little out of date, and I'll be updating it later today, but if you are eager, that should get you started.]

Now for everyone else, here's some observations from the talk:
- Number of kids out of 150 that play games: 148. There were two outliers, both girls, for what that's worth.
- Number of teachers that play games: 3 of 6.
- Number of students that even *heard* of Space Invaders (I'd been asked what the first game I played was): ~1/3.
- Games about which I was asked the most questions: Grand Theft Auto (3,4), Halo. Remember, these are 12-13 year olds. ESRB, you still have work to do!

It's worth noting that the socio-economic split between the students is pretty big. Some are from newer development areas and are lower-middle class or slightly better off than that. On the other hand, 50% of the kids in the room are on free or subsidized lunches. The teacher I was working with pointed out that while many have computers at home, most are very old, and many are not connected to the Internet (as she put it, "many of them are used to having the phone cut off in the last week of the month").

As well, the school reflects this. "Non-essential" courses (e.g. computer science, *ahem*) have been cut from the curriculum. They have computers in the school, but they are almost exclusively used to administer standardized testing. Kids get very little time on PC's to actually explore/create/experiment. The school has one Smartboard which was paid for via a grant. Contrast this with the public school I saw in an affluent part of Redmond and blogged about here.

Despite this, I was getting some awesome questions. Some examples:
- How does the Wii do motion tracking?
- How do the chips in a game console differ from the ones in my computer?
- How does a game being connected to the Internet (cited Live as example) change the process of creating it?
- How do motion-capture rigs work? (was phrased as "those suits with the ping-pong balls on them")

Also lots of pragmatic questions about how much money will you make in job X or job Y.

A few questions were a little more basic. My fave was this three-part question from a young lady in the audience:

"How long have you been in this business?" (My answer: "15 years")
"How old were you when you started?" (My answer: "24")
"How old are you now?" (My answer: "You just wrote a math problem!")
Another kid then cried out "You're 40!?!".
*sigh* "Close."

Other favorite moment: A number of kids were asking for autographs afterward (why? I don't get it either). The last kid that came up as I was packing up asked for one as well and I asked why on earth he wanted it. His answer? "I've never met anybody OLD before... that plays games, and I want to prove to my parents that you exist!".

Anyhow, it was a blast and I'd highly recommend to others that they do similar things in their community.

Monday, April 14, 2008

A book so remarkable, it has it's own trailer

Can't wait for this to arrive from Amazon. Cool style, plus it's own trailer.


Johnny Bunko trailer from Daniel Pink on Vimeo.

Way to stand out!

Friday, April 11, 2008

How the Allies won the war

We decorated the kids' rooms in the new house.

The boys are sharing a room and we put up some stickers of WWII-era planes. As part of that, Tom and I went to the hobby shop to pick out some models to put together and hang from the ceiling. I told Tom to pick some out that were similar to those in the stickers we put up. He did a pretty good job as you can see from the bomber below.


He also is a pretty good history buff for a four year old. He was aware of the little-known secret weapon that garnered the Allies a real advantage over the Germans: The Millennium Falcon!

What was I going to do? Turn down a chance to work on the Millennium Falcon with my kid? C'mon!

Nerd Bird


photo.jpg, originally uploaded by Kim Pallister.

One of the nice perks at Intel that I was definitely glad to have coming back was the Intel chartered airline, aka the Nerd Bird.

Not nearly as lavish as it sounds, this is really a cost savings because the company sends so many people back and forth between OR, CA, AZ, etc.

What it means though, is that I can show up for a 6am flight at 5:50 and make it to an 8am meeting in Santa Clara on time. Sweet.

[Above, San Jose tarmac early morning]

Viral marketing or new usage model?


photo.jpg, originally uploaded by Kim Pallister.

Viral marketing or new usage model?

Or just a stock-boy's sense of humor? Or Freudian slip?

Walking through the grocery store the other day, this M&M's "Get Wild!" endcap right next to the condoms.

Wednesday, April 9, 2008

Portal-inspired trends & heroism

Portal incited a lot of conversation about whether it would inspire shorter games with high-quality production.

I ask instead; will it inspire games with brilliant closing-sequence songs?

And as an answer, I give you "You Have To Burn The Rope".

Sheer Brilliance.

[Update: Am I the only one that finds this reminiscent of The The? (check Soul Mining, tracks 2, 3)]

Tuesday, April 8, 2008

A Laptop from God

There's been a huge amount of talk around the "$100 laptop" idea. One Laptop Per Child, has gotten the most press and there are similar efforts from Intel's Classmate (note: I work for Intel but have no affiliation with the Classmate product or team), Asus' Eee PC and others.

I'm quite surprised at how much press there is on the feasibility of the price point, and how little press there is about what business models could sustain such a price point.

As pointed out in this CNET piece, Gartner analyst Annette Jump beleive's that the $100 is still too high, and that it's also not feasible due to a bunch of other TCO type costs (Internet access, servicing, etc).

Whether $100 or a few hundred more, it seems some sort of subsidy is necesary. There's been a lot of talk about government subsidy, and some talk of 'charitable organizations' providing subsidy.

There's a precedent for the subsidy of providing educational equipment and other basic infrastructure to third world countries: Religious groups, via missionary work.

It's been long understood that basic quality of life improvement can be a powerful persuader, and religous groups* often provide such services out of charitable motivation, but not without association to their beleifs (e.g. lots of Christian mission groups helped out after the Tsunami in Asia a few years back, but I don't think any did so anonymosly.)

[*Political groups aren't unaware of this. My own grandmother lived in a very rural area of Quebec, and whenever anyone bad-mouthed the oft-bad-mouthed Maurice Duplessis, she countered with "C'est lui qui a apporte l'electricite" ("It was him who brought the electricity") and thus he could do no wrong in her eyes, despite his other doings.]

Anyhow, I'm surprised more religious groups haven't latched onto this opportunity. Seems a pretty powerful motivator.

"Why do I follow Jesus? He's the one that brought the Internet!"

[Note: Since some may question my motives in this post. I'm atheist, and am not advocating for or against the above, just pointing out what seems like an opportunity. Personally, I don't worry too much about education or technology with religious strings attached, since educated people are better equiped to question their faith anyway.]

Monday, April 7, 2008

Note to IP holders: My friendships matter, your boundaries don't.

I've blogged plenty about the ongoing Scrabulous debacle (e.g. here, here, and here), but have to comment on the latest.

RealNetworks (who hold the PC rights to Scrabble for outside US & Canada) have released Scrabble for Facebook, but only for users outside US & Canada).

Let's ignore for a second that Scrabulous is still available on Facebook, and has the momentum of being the incumbent.

There's a really good example here of how the IP issue is going to poison the property's chance of success.

There have already been examples of online games where players were unhappy about being unable to play on the same overseas servers as friends. This however, is much worse. Here we are talking about a social network and applications that are looking to complement (and leverage) existing connections between people. Connections that previously haven't had to worry about distinctions like what country they may reside in.

If EA (the US rights-holder) ships Scrabble for US & Canada Facebook users, and Hasbro manages to shut down Scrabulous, users will be the loser here, having to figure out with whom they can play, out of their friends list.

Hasbro has the opportunity here to offer a superior offering (see my last post on the subject) to the incumbent, and possibly acquire their user-base in the process. Instead, they'll have partners offer two crippled versions because they did their licensing with an antiquated view of the world.

[Update: I was reminded that the rift goes beyond the digital world, as Hasbro has rights in the US, and Mattel in rest of world. Still the point still holds, their IP rights are going to restrict adoption and push users toward another game entirely.]

Ugh. Just seems so broken.

Sunday, April 6, 2008

Ooma update



I blogged a while back about the Ooma that I picked up (for free!) at an entrepreneurial event that I attended. Having moved into the new house, I finally got around to setting it all up, so here's the mini-review:

Ooma is a VOIP device that offers free long distance in the US (unlimited) along with call-waiting, voice-mail, and a bunch of other services, with no monthly service fee. The cost absorbed in buying the device. Long-distance outside the US is extra, but relatively cheap (to call Canada is a little over a penny a minute).

OK, so first, the good:

  • It's a sexy device. Definitely designed by (and for?) mac-lover types.
  • Setup was a snap. I'll caveat this below, but for the most part, plug in and go, and it guides you through the process relatively problem free. Considering that it plugs into your broadband, your phone line, requires a credit card for long-distance billing, and your phone number & service provider to switch off other services (like call waiting) with your land-line, it's surprising it all worked at all, let alone problem free.
  • Customer service (I had to email about my change of account info from Seattle to Portland), responded in minutes, even on a sunday morning.
  • Nifty features. Things like SMS'ing you or emailing you with info about new voicemail messages, are pretty cool.

The bad (the only downside I can think of):

  • I'd wager that the thing was designed by a group of people that live in the bay area, or another similarly congested place. It's definitely designed with a compressed living area in mind. They suggest placing the device between your cable modem and your router (if you have one), they require that it be plugged into your land-line, and the 'hub' device (in the photo above) is designed to be in an accessible location (having the main buttons and indicator lights on it). This might be fine in most San Francisco appartments, but for those of us in suburbia, it's less than ideal. Right now I have it in the living room, but I plan on re-working things so that the modem and router are in the garage, so my sexy device will live in there, I guess, and I'll have to route a phone cable over to where it's going to be located. ANyhow, I'd like to see an option where the main 'guts' are available in a small unit to put in my network closet, and the 'UI' portion is then available anywhere else in the house. Would also like to see support for a wireless version of the scout (maybe one exists?)

I've only used it for a few local calls and one long distance call so far (20 minutes to mom -> 29c!), but so far, so good!