Monday, February 22, 2010
Kim Defines "Independent" (Dice-10 Post3)
There was an interesting 'hot topics' session at DICE in which Chris Taylor (Gas Powered Games) and Michael Capps (Epic Games - standing in for Tim Schaeffer) debated "Independent" development and "Indie" development.
Chris at one point made the assertion that there are different tiers. For example, there might be "2 guys in a garage" independent", Gas Powered Games-esque "$5M title bankrolled ourselves" independent, and there's Epic/Valve "We're sitting on a fair pile o'cash" independent.
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10:05 PM
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Tuesday, February 16, 2010
Margaret Wallace on Virtual Goods Economies
This presentation from Margaret Wallace is a good 'lay of the land' on virtual goods in core & casual games.
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10:33 PM
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Plus ca change
“America has in fact transformed journalism from what it once was, the periodical expression of the thought of the time, the opportune record of the questions and answers of contemporary life, into an agency for collecting, condensing and assimilating the trivialities of the entire human existence,” he moaned. “The frantic haste with which we bolt everything we take, seconded by the eager wish of the journalist not to be a day behind his competitor, abolishes deliberation from judgment and sound digestion from our mental constitutions. We have no time to go below surfaces, and as a general thing no disposition.”
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1:08 PM
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CreativeDestruction,
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Monday, February 15, 2010
Heavy Rain looks pretty bold
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11:25 AM
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BatmanArkhamAsylum,
GameDesign,
HeavyRain,
QuanticDream,
RPG,
Shenmue
Book Review: Makers
I finished Cory Doctorow's Makers a few days back but haven't had time to post a review until just now, which has given me some time to mull it over a bit before doing so.
Posted
8:09 AM
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BookReview,
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CoryDoctorow,
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Makers
Monday, February 1, 2010
Playfish's Smart Move in the Facebook Gold Rush
This is a good piece on why Playfish sold itself to EA.
- Lowball on price: The PC casual download biz eventually went this way, and many are trying this tactic on the iPhone, but I believe it's a fools game, and some of the others below will turn out to be the real winners for that platform.
- Out-Innovate: This one is easy. Go invent an awesome game mechanic/biz model/etc, that no one else has thought of, and that everyone loves and finds addictive. Oh, and make it hard to imitate. Easier said than done. The problem with this one is that there's no clear path.
- Spend your way out of the clouds: Spend on development, spend on marketing, etc. Build a better looking title, get pretty screenshots, and then go pound the pavement to get more ink/photons than the other guy. (We saw many XBLA titles go this way as budgets went from $100k to $1M)
- Out-Brand: This is another flavor of spending your way out of the clouds. Specifically, license IP/Brands, from games or elsewhere, can help your title stand out in a crowded space. This works especially well with a less scrutinous audience (doesn't necessarily mean hardcore, could mean just more price or time sensitive).
Posted
9:47 PM
3
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BusinesModels,
EA,
Facebook,
GoldRush,
Playfish,
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Sunday, January 31, 2010
What Amazon/Macmillan brawl means for games
Late last week, Amazon and book publisher Macmillan got in a scrap. Macmillan demanded higher prices for it's ebooks on Kindle, and Amazon responded by pulling all books (digital and posthumous tree varieties) from it's store.
The agency model Apple proposed -- and that publishers like Macmillan enthusiastically endorse -- collapses the supply chain in a different direction, so it looks like: author -> publisher -> fixed-price distributor -> reader. In this model Amazon is shoved back into the box labelled 'fixed-price distributor' and get to take the retail cut only. Meanwhile: fewer supply chain links mean lower overheads and, ultimately, cheaper books without cutting into the authors or publishers profits.
Amazon are going to fight this one ruthlessly because if the publishers win, it destroys the profitability of their business and pushes prices down.
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10:22 PM
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Saturday, January 30, 2010
Book Review: Body for Life
On the recommendation of a friend, I borrowed and read Body for Life, and fitness book by Bill Philips.
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11:16 AM
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Tuesday, January 19, 2010
Special Guest: Socrates!
As the characters respond to questions, you have to identify which defense mechanisms they are using and auger in on those areas with further questions.
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10:50 AM
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iPhone,
iPhoneGames,
Psychology,
ThinkLikeAShrink
Monday, January 18, 2010
Night at the Museum
BoingBoing has this post explaining how the London Natural History Museum offers sleepovers for kids in groups of 5 or more (plus guardian) where they get to roam the museum's dinosaur skeletons and other wonders at night by flashlight.
OK, check! World, STILL AWESOME!
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4:41 PM
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Kids,
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Friday, January 15, 2010
Book Review: Free
- Inconsistent definition of "Free". The author cites many different versions of 'free', some of which have been around a long time. Take for example "free prize inside". Early in the book, he points out that this isn't really what he means by free, because it's just bundled into the price of the product. Yet later in the book, he cites this as an example model of free. I think this a case of the author falling into the very common trap of trying to stretch the thesis too far. This happens a lot in business books, and it's a shame, because it dulls and confuses the fundamental point, which is a really good one.
- The author doesn't adequately take the cost of creating the product into account. He mentions it, but often only looks at the cost of distributing the product. He gets around this by saying that when the product is made of bits, the distribution cost goes to zero, the development cost is sunk, and therefore can be viewed as negligible. However, there are two cases where the cost of development cannot be ignored. One is when the market for a product is limited. At the end of the day, the development cost has to be distributed across the total customer base, and if that is finite, then lowering your distribution costs may let you get more efficient, but once you saturate the market, that's it. The second issue (and it's kind of the same) is when the cost of developing the product is really high. If you made a film that takes $100M to produce, and you beleive it has a market of 100M people, then the per user cost doesn't go to zero, it goes to $1 (given perfect efficiency, etc). Anyhow, I would have liked this more thoroughly taken into account.
- Free doesn't exist in a vaccuum. While the simple thesis looks at cost of developing a product and cost of distributing the product, these are only a couple factors. Lip service is paid to things like cost of supporting a product, shelf life of a product, value of scarcity (real or perceived), value of exclusivity (real or perceived), etc. While these are mentioned, it is only in passing. Depending on the product or business being looked at, the value of these things may be a signficant factor that needs to be taken into account.
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1:04 PM
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Monday, January 11, 2010
Book Review: Starbucked
Posted
11:10 PM
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Sunday, January 10, 2010
Book Review: Media Meltdown
Media Meltdown
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10:06 PM
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The Five Year Post

- I tried advertising with Google, later switching to TextLinkAds. the latter pays WAY more, generating a steady $30/40 month (google was much less). Hey, its beer money.
- Amazon associates, for my level of traffic, is hardly worth the effort, generating maybe $10/year for me. The new relationship with Google should make the link building/posting easier, but otherwise its not worth the bother.
- There was a period a couple years back when bloggers/social media frequented the news. A bunch of people sent me copies of products in hopes that getting blogs to write about them was the new path to success. That seems to have tapered off, which I believe indicates less indiscriminate shot-gunning of product.
- Post-mortems of conference sessions that people couldn't attend, like this one trashing Google's Casual Connect session on AdSense for games, or this one on Stumptown Game Machine's iphone post-mortem.
- Opinion pieces on games business models/economics/marketing, like this one on used games, or this one on Indie games marketing.
- Anything controversial, like my post in defense of Chris after his Wii rant.
Posted
11:39 AM
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Blogging,
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DaveEdery,
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Thursday, December 31, 2009
You can re-touch, but you can't hide
BoingBoing linked to an awesome two part article (1 - Body by Victoria, 2 - The Secret Is Out) in which a security expert uses digital forensics techniques to reverse engineer what retouching has been done to a photo of a model in a Victoria's Secret catalog. The photo first showed up on the fabulous Photoshop Disasters.
Posted
12:54 PM
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Media,
Photoshop,
PR,
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Security,
VictoriasSecret
Sunday, December 27, 2009
The Crapware Carnival
A while back when we replaced my wife's laptop, and eventually ended up going through a Sony and a Lenovo before finally settling on a Macbook Pro, I'd meant to do a post on the difference between the out-of-box experience of the three.
The digital world, even the high end brands, has become a sleazy carnival, complete with hawkers, barkers and a bearded lady. By the time someone actually gets to your site, they've been conned, popped up, popped under and upsold so many times they really have no choice but to be skeptical.
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4:30 PM
1 comments
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BusinesModels,
Marketing,
PCs,
SethGodin
The Passion Trough and the Ho-hum hump
Amazon reviews never reflect the product, they reflect the passion people have for the product. As Jeff Bezos has pointed out again and again, most great products get 5 star and 1 star reviews. That makes sense... why would you be passionate enough about something that's sort of 'meh' to bother writing a three star review?...The Kindle has managed to offend exactly the right people in exactly the right ways. It's not as boring as it could be, it excites passions and it has created a cadre of insanely loyal evangelists who are buying them by the handful to give as gifts.

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8:40 AM
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Friday, December 25, 2009
2009 in Books, with reviews
- Little Brother: Cory Doctorow's distopian sci-fi teen-fic romp that I described last year as 'just close enough to the present and just close enough to reality to scare you like hell'.
- Halting State: Charles Stross' heist-meets-sleuth-meets-virtual-worlds story was probably my most recommended book of last year, when I called it 'one of my top 5 recommendations for those looking to understand the future of games'.
- Inventing the Movies: I found this history of film medium and business has a lot to teach us in the games industry.
- Losing Faith: How the Grove Survivors Led the Decline of Intel's Corporate Culture. I found myself loaning/recommending this to a number of co-workers.
- Closed, vertically integrated business model. There's an opportunity for someone to disrupt here by integrating with multiple stores, etc,
- All features that detract from time spent buying and reading books seem to be secondary concerns, and therefore are poorly implemented (browser, pdf functionality, and where is a decent RSS aggregator?)
- The biggest reason is that books are social objects for me. I like to loan them to friends, propogate ideas, etc, and this is lost with the existing business model. Longer post on Kindle and Nook coming later...
- Reality Check: Guy Kawasaki's compilation of loosely related essays on evangelism, venture capital, running a startup, etc. Recommended. My review here.
- Outliers: Malcolm Gladwell makes the case for why some people are special :-). My review here.
- Arcade Mania: Kotaku's Brian Ashcraft's quirky look at Japanese arcade machines, culture and history. My review here.
- Business Stripped Bare: Richard Branson's follow on to Losing My Virginity. Not quite as good, but still useful. My review here.
- Ten Foot
: R Dale Chandler's teen-fic fantasy novel that I described as 'Lord of the Rings with an American Indian flavor'. Recommended. My review here.
- I Will Teach You To Be Rich: Ramit Sethi's practical approach to saving money and building wealth. Pretty straight forward, and aimed at younger folk than I, but I still picked up a thing or two. Recommended for some (if don't have at least a year's salary squirreled away, and/of if you ever carry a monthly balance on your credit card, then this is you.). My review here.
- Longitude: An educational and entertaining read about the X-prize-like competitive race to solve the longitudinal navigation problem, and the amateur clockmaker who schooled the scientific establishment. My review here.
- Edison: His Life and Inventions: An interesting, if dated and biased, look at Edison's life's work. My review here. Audio version of book available here.
- Ignore Everybody: Hugh MacLeod's Gaping Void blog style, in print form. My review here.
- Racing the Beam: Ian Bogost's fantastic start to his 'platform studies' series, in which he looks at the history of the Atari VCS, and how the platform's architecture shaped the games built on it. Recommended. My review here.
- Meatball Sundae: Seth Godin's take on what happens when marketers of everyday products say "I can haz facebuk?!". My review here.
- The 4 hour workweek: Get-rich-quick snakeoil that I'd love to urge you to stay away from, except that there are some useful nuggets in there. More detail in my review here.
- Following Through: What it aims to teach is indicated by the title. How much I disliked it is indicated by my review here.
- Small is the New Big: A collection of Seth Godin's essays and blog posts. My review here.
- Moral Panics and the Copyright Wars: Bill Patry's book on how and why copyright lost its way and has since gotten out of control. My favorite book of the year. Highly Recommended. My review here.
- Batman Arkham Asylum: I found this highly-rated graphic novel to be good, but not necessarily deserving of the hype. My review here.
- The Man Who Loved Books Too Much: Allison Hoover Bartlett's accounting of her investigation into the world of an obsessed thief of rare books and the book dealer turned gumshoe who helped bring him down. My review here.
- On Writing: Stephen King's only non-fiction book. One part autobiography, one part practical guide to the art and craft of writing. Recommended. My review here.
- Seize the Daylight: David Prerau's surprisingly colorful look at the history of daylight savings time, and the madness that lies in trying to convince the world to get it's collective butt out of bed a little earlier. My review here.
- How the Mighty Fall: Jim Collins, author of the popular Good to Great, looks at the other side of the coin: What makes great companies fail. Fascinating and terrifying. Highly Recommended. My review here.
- Good Video Games and Good Learning: James Paul Gee's look at video games and their ability to teach. I found myself disagreeing with some of his biases and approaches, but mostly agreeing with the ideas and conclusions. My review here.
- What the Dog Saw, and Other Adventures: A collection of Malcolm Gladwell's New Yorker pieces. Best taken as provocative ideas and not science. My review here.
- The Post-American World: Author. Highly Recommended. My review here.
- Circles: James Burke's collection of brief whirlwind tales of invention through history. My review here.
- Permanent Death: An e-book chronicling Ben Abraham's efforts to play through Far Cry 2 on a single life. It's free and thought provoking. My review here.
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10:36 PM
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Wednesday, December 23, 2009
Book Review: Permanent Death
Clint pointed me a while back to Permanent Death, a free e-book/machinima/something from Ben Abraham narrating his experience in trying to play Far Car 2 through on a single life. In the author's words it is:
391 pages long and features hundreds of full colour screenshots from Far Cry 2, one of the most beautiful games of recent times. It chronicles my progress from the beginning of the game all the way to the end of my single in-game life some 20 play hours later. Permanent Death represents a large portion of a year of my life, and an obsession with a game that captured my imagination in a way that I struggle to articulate.
Clint's post on the experiment and book is also worth reading.
I found parts of it to be as monotonous as many games are (I ran into some guys. I hid behind cover and sniped them. then I scavenged their stuff. repeat). However, the parts of the game that were more moving to Ben are interesting, as are his thoughts about the game's rules and mechanics, his attempts to infer the designers intent at times, and his thoughts on things like switching off the background music.
Those and Clint's foreward make it worth reading. It's free, and it won't take you long, so what's keeping you?
Permanent Death
Posted
11:29 PM
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Friday, December 18, 2009
Book Review: Circles by James Burke
I've been a big fan of James Burke since my sister and I used to sit through any of the Connections series reruns that the CBC would pull out of the BBC mothballs whenever they'd run out of Beachcombers episodes to air.
Posted
3:17 PM
4
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BookReview,
Circles,
Connections,
JamesBurke
Wednesday, December 16, 2009
Book Review: The Post-American World
I listened through The Post-American World in audio form during a drive up to Seattle and back, and then finished it off during this week's commute.
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3:39 PM
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Economics,
FareedZakaria,
Politics,
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Monday, December 14, 2009
Scooby dooby..... BRAAAAIIIINNNSSS!
Posted
9:41 AM
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Left4Dead,
PopCulture,
ScoobyDoo,
Threadless,
Zombies
Saturday, December 12, 2009
Good Documentary on The Silver Ball
I recently watched TILT: The Battle to Save Pinball [Official site here], a documentary about the decline of pinball, of Williams (the industry's leading manufacturer), and of the effort to save the industry through one last big R&D project.
Posted
11:58 AM
5
comments
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Documentary,
GameDesign,
GamesIndustry,
Pinball,
Tilt:TheBattleToSavePinball
Friday, December 4, 2009
Hey Wait! I've heard that before!
I subscribe to a podcast of famous speeches, and today was listening to General MacArthur's "Duty, Honor, Country" speech given at Westpoint in 1962. Transcript here.
...in memory's eye I could see those staggering columns of the First World War, bending under soggy packs, on many a weary march from dripping dusk to drizzling dawn, slogging ankle-deep through the mire of shell-shocked roads, to form grimly for the attack, blue-lipped, covered with sludge and mud, chilled by the wind and rain, driving home to their objective, and for many, to the judgment seat of God.
We use words like "honor," "code," "loyalty." We use these words as the backbone of a life spent defending something. You use them as a punch line.
Duty, Honor, Country: Those three hallowed words reverently dictate what you ought to be, what you can be, what you will be. They are your rallying points: to build courage when courage seems to fail; to regain faith when there seems to be little cause for faith; to create hope when hope becomes forlorn.
Unhappily, I possess neither that eloquence of diction, that poetry of imagination, nor that brilliance of metaphor to tell you all that they mean.
The unbelievers will say they are but words, but a slogan, but a flamboyant phrase. Every pedant, every demagogue, every cynic, every hypocrite, every troublemaker, and I am sorry to say, some others of an entirely different character, will try to downgrade them even to the extent of mockery and ridicule.
I guess I shouldn't be surprised of the source of inspiration, but I thought it was interesting.
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11:42 PM
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Thursday, December 3, 2009
Book Review: What the Dog Saw and Other Adventures
One of the downsides of committing to writing reviews of the books I read is that people then know what you read; and in some circles, admitting you read Gladwell's work is a little like admitting take your relationship advice from Dr Laura or your financial advice from that button-happy dude on Fox.
Posted
8:12 AM
1 comments
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BookReview,
MalcolmGladwell,
WhatTheDogSaw
Wednesday, December 2, 2009
iPhone TouchPets post-mortem talk at PAGDIG
Last night's PAGDIG meet-up had Andrew Stern (Catz, Babyz, Facade) of Stumptown Game Machine give a talk about the development of TouchPets Dogs for iPhone. Good talk and I took some notes. Here they are.
TouchPets Dogs is an iphone-based, modernized take on the 'pet simulator' genre that Stern gave birth to with Dogz and Catz back in 1995. Not surprising that when NGMoco wanted to do a game along these lines, they came to find The Man :-). The game uses a business model that is kind of a hybrid of pay-to-play and pay-for-upgrades, and indeed they are evolving the business model on the fly based on performance. It also uses gesture input, accelerometers and all the usual iPhone platform candy.
Ok, so, notes [with added commentary in braces]
- Probably among the largest and most ambitious iPhone projects done to date. 12 months, 5-6 people full time, 8-10 people part time, plus 4-6 people part time at the publisher [using a rate for a mid-range studio of 8-10k/man month, this ballparks the development budget at somewhere between 850k to 1.3M(!) not counting NGMoco's costs, marketing, etc. That certainly is higher than even the high-end stuff we're seeing on iPhone today, that has a feel of "few hundred k". Even if the studio was cheaper than my estimate, it almost certainly wasn't under, what, 700k?]
- This was about 2X the scope and time of what was originally proposed, as publisher kept growing scope and ambition of the project. Server complexity, social elements, in-game transactions...
- Great things to say about NGMoco as a publisher. Supportive of them doing what they wanted in the game, kept them funded as scope grew, great relationship with Apple, etc
- The game is a pet simulator, but has heavy focus on stats (to involve more 'gamer types'), careers, stories/missions, a social network, facebook connection, inter-pet relationships between players, in-game transactions.
- 850k people have downloaded and connected. Peak server load has been about 25k people. Game is only periodically connecting, so that means "some number more than 25k" playing simultaneously [100k?]
- Dogs go to sleep if not fed. Need to buy bowls of food to keep them away. Amounts to pay-to-play. Some user backlash to this, looking at maybe shifting toward free to play (and keep playing) but premium items/missions/etc are for pay.
- Push notification if your dog gets lonely [does this translate to "come feed me money!" :-)]
- All attributes to cost, rate of decay, etc, etc are all on server, so they can evolve over time despite clients in the wild.
- Uses NGMoco's Plus+ network, which was good to get a community aware of the game and quicker to connect.
- Online infrastructure complicated and tricky. Communications between their server, Apples for appstore/transactions, NGMoco's Plus+network. As scope grew, server grew wicked complicated (e.g. needed to do sharding, manage issues with players with 500 friends inviting them all for playdates, etc)
- Graphics: All in OGL 1.1, no realtime lighting, 3000-5000 polys/frame max, 2 textures only. "I think iPhone is more powerful than the Wii"
- Used no engine, but lots of sample code from PowerVR SDK
- Can't mix all Apple's really good UI with OGL, so if you want UI in your game, have to build it yourelf [seems like a middleware opportunity here. Do a exact copy of all Apple's UI functionality in GL]
- Did some easy physics (ball collision, etc). Cartoon physics: Throw frisbee off left side of screen, it wraps around and flies in from right. Move viewpoint over to where the wall is though, and THEN it collides with wall rather than wrapping.
What went wrong:
- Product spec always changing
- Complexity of system grew beyond means of core team
- iTunes rules and constraints - moving target plus they were pushing the envelope here*
* [lots of questions and talk about this afterward. One of the challenges being echoed from XBLA, then iphone, and now Facebook. High dependence on single gatekeeper, with no commit from gatekeeper on how policies/APIs will change, whether notice will be given, etc. People are betting their companies on stuff that can be pulled out from under them with hous notice]
What went right:
- Good team
- Just enough time, budget, freedom given by NGMOco to actually build a great game
- iPhone as a platform is wonderful. great simulator, powerful, somewhat challenging to fit everything on a small screen
It was a good talk and we went over to Stumptown's studio afterward for a release party, complete with snack foods served on dogfood bowls. Woof!
Posted
9:10 AM
1 comments
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AndrewStern,
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iPhoneGames,
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PostMortem,
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Monday, November 30, 2009
Book Review: Good Video Games + Good Learning
I have mixed feelings about James Paul Gee's Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy.
Posted
11:33 PM
1 comments
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BookReview,
GoodLearning,
GoodVideoGames,
JamesPaulGee
Thursday, November 26, 2009
The Developer's Duty
Chris also made the point that the industry was moving from questions of HOW (e.g. "How do I put 100 characters in a scene?") to questions of WHY ("Why do I want to put 100 characters in my scene? What am I trying to say by doing so?" etc)
We are currently wealthy, fat, comfortable and complacent. We have currently a built-in allergy to unpleasant or disturbing information. Our mass media reflect this. But unless we get up off our fat surpluses and recognize that television in the main is being used to distract, delude, amuse and insulate us, then television and those who finance it, those who look at it and those who work at it, may see a totally different picture too late.[1]
I do not advocate that we turn television into a 27-inch wailing wall, where longhairs constantly moan about the state of our culture and our defense. But I would just like to see it reflect occasionally the hard, unyielding realities of the world in which we live. I would like to see it done inside the existing framework, and I would like to see the doing of it redound to the credit of those who finance and program it. Measure the results by Nielsen, Trendex or Silex-it doesn't matter. The main thing is to try[2]. The responsibility can be easily placed, in spite of all the mouthings about giving the public what it wants. It rests on big business, and on big television, and it rests at the top. Responsibility is not something that can be assigned or delegated. And it promises its own reward: good business and good television.[3]
Perhaps no one will do anything about it. I have ventured to outline it against a background of criticism that may have been too harsh only because I could think of nothing better. Someone once said--I think it was Max Eastman--that "that publisher serves his advertiser best who best serves his readers." I cannot believe that radio and television, or the corporation that finance the programs, are serving well or truly their viewers or listeners, or themselves.[4]
I began by saying that our history will be what we make it. If we go on as we are, then history will take its revenge, and retribution will not limp in catching up with us.[1]
We are to a large extent an imitative society. If one or two or three corporations would undertake to devote just a small traction of their advertising appropriation along the lines that I have suggested, the procedure would grow by contagion; the economic burden would be bearable, and there might ensue a most exciting adventure--exposure to ideas and the bringing of reality into the homes of the nation.
To those who say people wouldn't look; they wouldn't be interested; they're too complacent, indifferent and insulated, I can only reply: There is, in one reporter's opinion, considerable evidence against that contention. But even if they are right, what have they got to lose? Because if they are right, and this instrument is good for nothing but to entertain, amuse and insulate, then the tube is flickering now and we will soon see that the whole struggle is lost.
This instrument can teach, it can illuminate; yes, and it can even inspire. But it can do so only to the extent that humans are determined to use it to those ends. Otherwise it is merely wires and lights in a box.[5]
- Art vs Pop-culture ghetto
- The important thing is that we all try
- Indies can't do all the heavy lifting. Big Games needs to pitch in too.
- "Cotton Candy for Dinner"
- It's ours to fuck up, and we CAN fuck it up.
Posted
11:21 AM
2
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ChrisHecker,
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