Thursday, June 23, 2011
Thursday, June 16, 2011
Book Review: Panic!
I really enjoyed Michael Lewis' The Big Short, and so when I saw this previous work at the local library I picked it up.
- That no matter how many instances of "irrational exuberance" we go through, we never learn. We have innate ability to believe that this time it's different. The ability for amateur investors, professional investors, economists and reporters to collectively lose touch with reality and start drinking each other's kool-aid is *amazing*.
- That after panic hits, after the bomb goes off, and when people finally pop their heads out again, everyone has an equally amazing ability to claim that they knew this was going to occur, and that they called it ahead of time. This level of revisionist history is somewhat akin to how every friend you have that went to Vegas has convinced themselves that they returned "up a couple bucks" (they didn't. Somone is paying for those hotels).
- That in both the run up to the peak and in the panic afterward, the press is not only not objective, but possibly an even greater contributor to the mob mentality than the investors they later blame for it. Examples from the dot-com era here were an awesome example, buying hook-line-and-sinker the pitch that fundamentals no longer applied and that it was about a land grab now in favor of user revenues later - the press *loved* this story and sang it to whomever would listen.
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5:03 PM
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Sunday, June 12, 2011
Book Review: Team of Rivals
Before leaving for E3, I had the chance to finish Doris Kearn Goodwin's Team of Rivals: The Political Genius of Abraham Lincoln, and quite enjoyed it, despite a couple flaws.
The main complaint I have about the book is that in gushing praise upon Lincoln, it fails to make any criticism of him. Even while talking about his failed calls in selecting some of the leadership of his military leaders, it apologizes on his behalf. The book also gives disproportionate weight to some things in his life versus what must have been the heaviest at the time (e.g. social functions and the like, compared to war campaign decisions).
This critique aside, the book is still a good read and a good crash course and inside peek on a great leader in action.
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9:38 PM
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Monday, June 6, 2011
Seven Fables Kickstarter project
Mark Stephen Meadows, a couple of who's books I've reviewed (here, here) has a cool new Kickstarter project project going, building an interactive iPad app and a leatherbound collector book around seven fables taking place around the sea.
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10:02 AM
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Sunday, June 5, 2011
Project Cafe Speculation
Since we're a couple days away from Nintendo's presser at E3, I'm calling last chance to speculate on what Nintendo has up their sleeves with "Project Cafe" that hasn't already been leaked.
The most fervent rumor discussion is around the controller, which is supposed to be some kind of tablet with a 6 inch screen, buttons and a d-pad on the side, and tilt sensors and the like.
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11:45 PM
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DS,
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Shh!! 3 Unspoken Lies About Social Games
The inimitable Greg Costikyan wrote an excellent piece for Gamasutra, lambasting Social Games, and claiming that they are in fact not very social at all.
Posted
10:33 PM
2
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BrendaBraithwaite,
Facebook,
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Wednesday, June 1, 2011
Beyond Aperture: Unofficial Portal 1 Epilogue
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9:36 AM
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BeyondAperture,
Fanfic,
Portal,
Valve
Thursday, May 26, 2011
Book Review: Anathem
Very few people are going to like ALL of Neal Stephenson's books. I've read a number of them, and usually, but not always, like them (I loved Snowcrash and Diamond Age, was ambivilent about Zodiac, disliked Cryptonomicon, and loved the System of the World trilogy).
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11:36 PM
2
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Anathem,
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Wednesday, May 25, 2011
Does LA Noire represent the next 3 years of AAA game innovation?
That means another 3 years or more of making AAA titles, in which the publishers/developers need to garner interest in their titles, and they can't use screenshots alone to do it.
Posted
11:38 PM
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Consoles,
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LANoire,
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VaioS laptop
Early in the year, I said that one of the trends we'd see was what I called more 'bespoke' design in our computers & electronics. More looking like items of fine craftsmanship, less prominent branding (or - gasp - no branding at all), simplicity and elegance over LEDs & complexity.
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10:30 AM
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BespokeDesign,
Design,
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Sony,
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Monday, May 23, 2011
Game Journalism in the Age of Digital Books
Last year I authored a number of posts (like this one) on the future of ebooks, and also did a few book reviews and comments on digital typography (like this one), as well as pointing at the excellent thinking on the subject by guys like Craig Mod and James Bridle.
It took us a few thousand years to get print into decent shape. I think we should at least give this one the decade, ok folks?
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10:34 PM
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eBooks,
GameJournalism,
iPad,
Kindle,
Typography
Saturday, May 21, 2011
Book Review: You Are Not A Gadget
I found a few of the ideas in Jaron Lanier's You Are Not a Gadget interesting and provocative. Despite that, I can't recommend the book.
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11:39 PM
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Saturday, May 14, 2011
Splitting the iPhone vs DS argument in two
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7:15 AM
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ClaytonChristensen,
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Friday, May 6, 2011
Book Review: The Whuffie Factor
I picked up The Whuffie Factor well over a year ago, got about half-way through it, and then got distracted with other reads. I forced myself to pick it up again and finish it off. I suppose that gives some hint as to what I thought of it.
The Whuffie Factor: Using the Power of Social Networks to Build Your Business
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11:43 PM
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Algorithmic Vegetables
Good talk on the downside of personalized search, and what it means when we don't tell ourselves that we need to eat some vegetables before we get our desert.
Posted
12:25 PM
1 comments
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Ethics,
FilterBubbles,
google,
Internet,
TED
Tuesday, May 3, 2011
Revolution-era pragmatists
Recently when I reviewed "The Best in Technology Writing 2010", I mentioned that Clay Shirky's piece on the radical revolution/reformation of the newspaper industry, 'Thinking the Unthinkable' was one of my favorites.
Revolutions create a curious inversion of perception. In ordinary times, people who do no more than describe the world around them are seen as pragmatists. While those who imagine fabulous alternative futures are viewed as radicals. The last couple of decades haven't been ordinary, however. Inside the papers, the pragmatists were the ones simply looking out the window and noticing that the real world increasingly resembled the unthinkable scenario. These people were treated as if they were barking mad. Meanwhile the people spinning visions of popular walled gardens and enthusiastic micropayment adoption, visions unsupported by reality, were regarded not as charlatans, but saviors.When reality is labeled unthinkable, it creates a kind of sickness in an industry. Leadership becomes faith-based, while employees who have the temerity to suggest that what seems to be happening is in fact happening are herded into Innovation Departments, where they can be ignored en masse. This shunting aside of the realists in favor of the fabulists has different effects on different industries at different times. One of the effects on the newspapers is that many of their most passionate defenders are unable, even now, to plan for a world in which the industry they knew is visibly going away.
Posted
9:51 PM
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BestOfTechnologyWriting2010,
BusinessModels,
ClayShirky,
DisruptiveTechnology,
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Monday, May 2, 2011
Book Review: The Ascent of Money
Naill Ferguson's The Ascent of Money is probably best summed as one part history, one part crash course in finance and economics, and one part treatise on the fallibility and hubris of mankind. Another way to describe it might be as a cross of The Big Short with To Engineer Is Human, stretched out over a window of two thousand years.
Posted
3:50 PM
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BookReview,
Finance,
FinancialCrisis,
History,
TheAscentOfMoney
Sunday, April 24, 2011
Book Review: Poke the Box
I've reviewed a few of Seth Godin's books in the past, and while I've given them mixed reviews (see here, here, and here), I guess I get enough value out of them as I keep coming back for more. So it was that I found myself reading Poke the Box.
Poke the Box
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8:52 AM
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BookReview,
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Book Review: Outrageous Fortunes
Did this one as an audio book. It's not bad, but has some flaws.
Posted
12:35 AM
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BookReview,
China,
Economics,
Futurism,
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Monday, April 18, 2011
Implications of the Amazon-IGDA spat
In case you missed it, there's been some interesting goings-on in digital distribution land, in particular with Amazon's Android Appstore, and the dev community (via their proxy, the IGDA) taking issue with some of the terms in their distribution agreement.
The IGDA, in service of it's members, posted an advisory calling Amazon out on several of the points they viewed as egregious and called attention to the risks they believed developers were taking on in accepting such terms. You can read the IGDA's letter here.
Posted
9:52 AM
1 comments
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Amazon,
Android,
BusinesModels,
Developers,
DigitalDistribution,
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IndieGames
Friday, April 15, 2011
Headtracking on iPad
This is a nifty trick:
Posted
11:25 AM
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3D,
HeadTracking,
iPad,
MotionControl
Wednesday, April 6, 2011
Suwappu! Awesome augmented-reality toy concept
Back in January, one of the trends I called out for 2011 (see #5) was that we'd see more of gaming virtual and physical worlds meeting.
Posted
9:21 AM
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AugmentedReality,
Suwappu,
Toys,
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Sunday, April 3, 2011
Extra Credit: An open letter to EA marketing
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3:45 PM
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Advertising,
EA,
GameCulture,
GamesIndustry,
Marketing
Sunday Futurism - TL;DR
If you are someplace where the weather has you reading on the couch instead of enjoying the sunshine, here are a couple good though lengthy pieces I came across and now got around to reading.
at any given moment, our most complicated machine will be taken as a model of human intelligence, and whatever media kids favor will be identified as the cause of our stupidity. When there were automatic looms, the mind was like an automatic loom; and, since young people in the loom period liked novels, it was the cheap novel that was degrading our minds. When there were telephone exchanges, the mind was like a telephone exchange, and, in the same period, since the nickelodeon reigned, moving pictures were making us dumb. When mainframe computers arrived and television was what kids liked, the mind was like a mainframe and television was the engine of our idiocy. Some machine is always showing us Mind; some entertainment derived from the machine is always showing us Non-Mind.
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2:08 PM
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eBooks,
Futurism,
JamesBridle,
Technology
Sunday, March 27, 2011
Great quote on underestimating uncertainty
I *loved* this quote that headed up one of the chapters in Susan Casey's The Wave, on the folly of underestimating uncertainty in what we do, and that we do exactly this as we get better at what we do.
Penetrating so many secrets, we cease to beleive in the unknowable.But there it sits nevertheless, calmly licking it's chops.H.L. Mencken
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10:45 PM
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Overconfidence,
Quotes,
Uncertainty
Book Review: The Wave
Posted
10:29 PM
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LairdHamilton,
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Book Review: Best of Technology Writing 2010
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10:23 PM
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BestOfTechnologyWriting2010,
BookReview,
Futurism
Thursday, March 17, 2011
Dan Cook's GDC 2011 Platform Power Session
As promised, Daniel Cook (who is beyond smart, and who's blog you should lap up every drop of) posted his GDC slides and speaker notes.
Posted
10:50 PM
2
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Tuesday, March 15, 2011
The 40: Riffing on GapingVoid's 'The 20'
I mentioned in my review of Hugh Macleod's Evil Plans that I got a few good ideas out of the book, and that I wanted to do a post related to one of them.
- Make a list of the forty people you believe will be the most important people in your space in 3 to 5 years time. There are many relationships you want to cultivate, but these should be higher on you priority list.
- Start following them. I don't mean on twitter (though that's a start), but what they are doing, publishing, shipping, saying, etc. Play their games or read their books or whatever.
- Be of value. When you see the opportunity to contribute, do so. Doesn't matter if they know you or not, because if you are of value, they'll know you sooner or later.
- Revisit and rejigger the list from year to year.
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10:46 PM
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EvilPlans,
GapingVoid,
Networking,
Relationships,
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Book Review: Evil Plans
I've been a fan of Hugh Macleod since I discovered his blog about five years ago. I also enjoyed his first book, Ignore Everybody. So, when he announced Evil Plans, I pre-ordered and waited for it to show up.
There were three such ideas in the book for me, and so I'm glad I bought it. One of those will be the subject of an upcoming post...
Evil Plans: Having Fun on the Road to World Domination
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9:46 AM
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Monday, March 14, 2011
Book Review: Lies and the Lying Liars Who Tell Them
I picked up the audio book to Al Franken's 2004 satirical political commentary while browsing at the library. I figured he's a funny and intelligent guy, so the book should be entertaining and might have a couple interesting points to make along the way.
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11:14 PM
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Book Review: The Undercover Economist
Another disappointment. Bought this one on a whim from a sale shelf at Powell's, figuring I'd found a Freakonomics-style lightweight tour through different businesses.
Posted
11:03 PM
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BookReview,
Economics,
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Sunday, March 13, 2011
Somebody at Bandai Namco is doing excellent design
I took my son Tom to Portland's excellent Ground Kontrol retro-arcade/pub for a little classic gaming.
Pac Man Battle Royale!!! And yeah, that's a big-ass cupholder in that cocktail cabinet. Welcome to America.
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3:41 PM
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GameDesign,
Pacman,
PacmanBattleRoyale,
PacmanCE,
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XBLA
Book Review: How to Lie with Statistics
I Breezed through this book pretty quickly, but still consider it time poorly spent. I bought it on impulse from Amazon based on title alone and while the subject matter was what I expected, it was handled at too elementary a level, and with examples so dated that I can't even recommend it for beginners.
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3:34 PM
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Friday, March 11, 2011
GDC 2011 Trends & Sessions
This year’s GDC was my 18th and I returned from it… spent. Unfortunately I also returned with the dreaded “GDC Lurgy”, the annual disease that spreads when 19,000 sleep-deprived immune-suppressed game developers get together and finger the same touchscreens, and so was knocked out sick for two days this week, thus the late report.
Trends:
It was an interesting GDC this year for one to try to infer industry direction from “sniffing the air” (especially since the olfactory peripheral guys were back this year!). On the one hand, there was a loud and visible emergence/amplification of mobile (iPhone in particular) and social (being almost synonymous with Facebook – which is short-sighted). On the other hand, you had a significant majority of the show (exhibits, sessions, etc) continuing quietly and steadily down the big-budget AAA path. That said, here’s what I took away as trends, as judged by show impressions and conversations.
1. Developers have MANY choices of platforms to target
One takeaway was that given the sheer number of devices playing games today, developers have more choices than ever before in where to focus their game-making efforts. The sheer pace of change, combined with secrecy about numbers from owners of closed platforms as well as successful developers, along with the confusing and/or obfuscated data about new business models (analysts are also having trouble parsing/sizing some of them) means that the choices are daunting, and yet there ARE choices, versus a more limited landscape in the past.
2. Social growth begets social gaming cred
Last year there was a huge amount of interest in Facebook as a game platform, much of that interest perked up by the money that games like Farmville making eye-raising amounts of money. There was also some envy with that, with much of the established industry saying “these weren’t real games” etc. Over the past year, many industry vets have shown up in leadership roles at social games companies, acknowledging that perhaps there’s a real vehicle for game experiences here. To the rest of their nay-saying counterparts, the sentiment was best captured by the yearly “Rant” session, entitled social-gamers rant back. For a poignant, synopisis, view Brenda Brathwaite’s 5 minute rant here.
Note that one of the themes she touched on was an influx of two types of developers into the social gaming scene, the designers looking to explore the medium’s potential, and what she called the “strip miners”, those looking to exploit existing models for maximum revenue and profit. This was also touched on by Scott Jon Siegel’s rant, a transcript of which can be found here.
3. The Mobile gold-rush continues, but with some sobering of expectations
There was of course a ton of interest in mobile, led by interest in Apple for iPhone & iPad games, and with Android being the only other platform of note. Window Mobile 7 is mentioned as a possible credible 3rd, but that’s it. There is trepidation about Android, as the exciting growth and size of the installed base is tempered by a fragmented platform landscape and less lucrative marketplace. That said, people are developing for it more than sitting on the sidelines. Sentiment seems to be that people are marching ahead but testing their footing as they proceed.
4. AAA games get more ruthless
While there was much excitement about the new areas mentioned above, most established companies were clear about the size of these new markets and the fact that they pale in comparison to the established markets for AAA fare. For example, in Jobs keynote, he boasted of $2B paid out to developers in the almost 3 years since the appstore’s debut. In that same period, depending who’s estimates you listen to, the console business generated >$50B of SW revenue for that same time period (Never mind that the $2B is divided amonst 250,000 apps, giving a mean of maybe $4k/app/ and a median that is likely much, much lower. Aka, a brutal hit-curve fall-off).
However, given that console SW market is not expected to see any remarkable growth, this means that when the pond isn’t getting any larger, the fish start fighting one another for the food. The big fish get bigger, and the medium size fish starve. This means that the console title hit curve will become even steeper, as mega-blockbuster franchises focus on achieving numbers like those we’ve seen lately for CoD, Red Dead Redemption, and their ilk. As they manage their portfolios tightly, $50M titles will manage to get their many-multiple returns (e.g. Call of Duty’s latest incarnation is estimated to have taken in excess of $1B in retail sales). As these mega-blockbusters compete for share of mind and share of wallet, the place the money will come from is the “AA” titles. Those with significant budgets($10-$40M) but falling short in the awareness building, etc. If 2008-2010 saw the demise of the B title, we will start to see some of this same effect on AA titles, making the hit curve even steeper. (Note: here’s a good quote echoing that sentiment from Cliffy B).
5. Early prep for the next-generation of AAA games
Some folk were talking next-generation tech for the next generation of consoles, without being specific about when that might be. Epic Games had a theater presentation going with a demo of their next-generation tech, using a high end PC and triple-SLI high end discrete setup. I’ll leave the dissection of tech up to others (vid of demo here), but suffice it to say that it bolstered my confidence that the next generation of consoles WILL be able to deliver a visual experience that is demonstrably different than the current generation. Perhaps not the same degree of leap of, say, PS2->PS3, but still noticeably different. And as there is clearly a market for $50M+ titles, I’m confident there’s a market for next-gen consoles (and PCs). A rumor was circulating about a next-gen Nintendo console debuting at E3, but I’ve been unable to get any industry confirmation on this. Anyone know better? :-)
6. First warnings on Closed vs Open
Several sessions had industry veterans warning on the long term costs and risks of being subservient to closed platforms. Veteran Trip Hawkins had a ‘rant’ session on this, pointing to the browser as the path to salvation. An even more direct-to-the-point talk was one of my favorites of the conference, from Dan Cook of Spryfox, who’s talk was entitled “How to survive the inevitable enslavement of developers by Facebook”. (Dan promised to post his slides soon to his blog at: http://www.lostgarden.com/)
7. Indies are Hot
In a good way that is. The IGF (Independent Games Festival) was filled with a massive number of REALLY polished and innovative games. Many of these are falling into the category of what Chris Hecker called “AAA Indies”, or in other circles, “Perfect gems”. The idea being that rather than being an all-encompassing experience done on a shoestring budget, that they are games that take a single idea or game mechanic (the ‘gem’) and polish it to perfection.
On the plus side, everyone now considers indie fare as a must-have in their portfolio of titles for their platform, and so between that and the number of platforms, there is no shortage of ways that indies can get games to market. On the down side the level of polish expected means that by and large, indies are expected to develop multi-hundred-k titles on their own dime. Publishers and platform vendors alike are signing deals with these guys, but with mixed results, leading to the same risk aversion we see with AAA games. Budgets like they've normalized for console downloadables around a ceiling of $800k-$1M, and while titles like Spyparty and Limbo are likely sign-ons, titles like Dinner Date (my fave, and described as ‘You play as the subconsciousness of Julian L, waiting for his date to arrive. You listen in on his thoughts while tapping the table, looking at the clock and eventually reluctantly starting to eat...’ are far more risky to fund, but necessary for the medium of games to reach its potential.
8. The Last stand of the handhelds (or is it?)
Lots of talk about Sony and Nintendo’s bets on the NGP and 3DS respectively. While there was also theorizing about the console’s demise in the era of more multi-purpose platforms, there was a general sentiment that the place this battle will first come to a head is in handheld. It can be summarized as follows: “Can a dedicated-function device (3DS, NGP) built on a business model of $40 games, offer a sufficiently compelling experience to justify the cost over a general purpose device (iPod touch, iPhone) with $0.99 games”. To their credit, both Sony and Nintendo are taking this seriously and have very compelling offerings to bring to the table:
- Nintendo: 3D display, dual display, first to market with streaming 3D Netflix (trailers at first), exclusive deal with AT&T for 10,000 free wifi access spots in NA, amented reality games, and of course, a killer IP lineup including Mario and Zelda.
- Sony: High-end HW that should do a killer job on 3D tiles, playstation back-catalog content, a good IP catalog including Metal Gear, etc, also a focus on augmented reality, and a touchpad in back*.
(*Prediction: everyone is undercalling the touchpad on the back of the NGP. I predict this is going to prove to be the controller that finally cracks first-person shooters on handhelds. Every other attempt has sucked)
It certainly will be interesting to watch it play out. My personal hunch is that Nintendo is safe, despite a device inferior to the NGP, based mainly on their 1st party IP. Sony has a harder challenge. They’ll find a market, but I’m doubtful it’ll be large enough to keep the ecosystem aloft.
Favorite Sessions Attended
I managed to attend a dozen or so sessions. Here are my favorites:
I. Nintendo Keynote: Consisted of 3 sections, each of which was quite interesting:
Part 1: Nintendo background, growth of market, lessons learned
- Iwata gave an overview of his history at Nintendo and lessons learned. Among them that content is king (e.g. He gave the example of having programmed a technically superior game to his counterpart/rival Miyamoto, who’s game contained an Italian plumber named Mario – lesson learned)
- Nintendo has surveyed 5,000 users across all age groups/demos for the past 7 years. Probably an unparalleled insight into gamers. Great graphs showing gamings permeance into culture over time. Bottom line is that the population that isn’t gaming is shrinking and aging over time. Near future will be everyone(!), Google for any of the numerous liveblogs to see the charts.
- Industry quotes echoing some of the trends I mentioned above as to AAA games: e.g. "We’re all playing much bigger gambles, and that’s getting scary” – Mike Capps, Epic
Part 3: Iwata came back out, talked about Industry concerns. This was a two part thing: ( A) Large games mean increasing specialization; harder to develop talent that sees “whole picture”. Those that do are aging. (B) and this was uncharacteristic of Nintendo: A direct attack on Apple and to a lesser degree, Facebook. Short version goes like this: Closed systems have hundreds of titles, “big app sites” have many tens of thousands – not enough for everyone to make money. Those systems not designed FOR games specifically care more about harvesting the ecosystem than nurturing it. Nintendo cares about protecting value for devs, and value in games (i.e. 0.99c games will lead to low quality fare). It was definitely a defensive attack, but not without an element of truth
II. NG Moco’s Neil Young on why Japan is a leading indicator of the worldwide mobile market
This was a great session for 3 reasons: (1) Half of it was really a back story on how the startup got off the ground up until it’s acquisition, (2) Great insight on the future of mobile, (3) Neil is a great presenter and presented almost half of his talk while impersonating his VCs, one of whom he swears is a shoe-in for Michael Myers “Fat B**tard” character.
Interesting conclusions they reached before re-vectoring the company: Being a mobile games publisher was unsustainable. Back of envelope math: Would need to have 3 titles in top 10 – every day, all year, to be a $20M company – Almost impossible to do. Note that market bigger now, but regardless, decided this was the wrong path to being a multi-billion dollar company. Re-vectored around F2P games, and targeted an acquisition/partnership that would let them broaden the service across platforms and geographies.
Great quote: “In a world where there are more apps than appetite, customer relationship is the real valuable IP”
Hope he posts slides, there was some great info on growth of japanese mobile market as indicator of future.
III. Game Design Challenge: 3 designers face of in designing a game around a given, difficult-to-design-for theme. This year was “bigger than Jesus” a design challenge around designing a game that could serve as a religion. Entertaining, thought provoking. My favorite (and not the winner) was Jenova Chen (of That Game Company) who’s religion was centered on the propagation of ideas, and who designed a meta-game on top of the TED website. Cool concept, and I'm betting he'll get a TED invitation out of it!
IV. Epic Legal Battles: A panel of games-specializing lawyers and legal profs each gave a mini-presentation on areas of pending increased legal activity over the near future. I agree on all counts:
- Collision between Games and Gambling. To the degree that players can get any real-world value out of the game, or get anything of perceived value, you stray close to gambling laws that are deliberately vague. Ticking timebomb? [KP: Yet another reason that the industry needs to continue to lobby for games as art deserving of free speech protection and respect as an artform. Gaming’s esteem by the general populous will determine how it withstands coming under the eye of scrutiny, which it inevitably will]
- Antitrust: Finger pointed directly at Apple and Facebook, but this could apply to any closed platform. Good quote on the idea of filing suit against Apple “you could. It’s like lying down across barbed wire so your friends can then walk over your body”
- Destroying Worlds: When a game is a service, and you find it no longer is profitably, and you want to take it down, you violate a contract you have with the remaining players. Despite whether or not the fine print says you can do so or not, their hearts are in it, and they may want revenge.
- Privacy: We’ve only scratched the surface. The more people put online, the more they’ll care. Also, laws are coming up to speed with the issue and as new laws go into effect, games industry will need to deal with it. Example given of ‘cookie law’ going into effect in EU in May.
V. Social Game Developers Rant. The rant session is always one of the better ones of GDC. See trends II and VI in the trends section above for links to a couple of the better ones.
VI. Moriarty's 'An Apology to Roger Ebert': I’m not sure this was labeled the closing keynote, but it may as well have been. It was a brilliant speech about games, art, culture, and a provocative close to the conference that kicked off hundred email/twitter threads about its ideas. The full transcript is online here:
Tuesday, March 8, 2011
The Reasons For Making It
I read a quote that I think bears paraphrasing and applying to games:
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9:21 AM
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GameDevelopment,
IndieGames,
Quotes
Sunday, March 6, 2011
Book Review: the Master Switch
Tim Wu's The Master Switch: The Rise and Fall of Information Empires is one of my favorite books of the past several years. It is a deeply insightful and ultimately important work, and should be on everyone's reading list, especially those in any part of the computing, communications or entertainment industry.
I can't think of a book I've dog-eared this much since I was in school. There were a ton of points I wanted to mark and reference in future talks or articles.
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