Friday, February 22, 2013

This is Important

From: Get Stuffed!
RE: The recent EA Montreal and LA Layoffs and some of the community reaction
"The people who got laid off were your friends. They spoke your language. They played your games. They fought for you. They argued with their supervisors over decisions you eventually echoed after the game’s release. Nobody goes into games because they have no options left. They don’t sacrifice health and family for brutal overtime because they don’t believe in what they’re trying to do. They have children. They have partners. They have mortgages and car payments and meals to put on the table. And they live for the moment when a fan sends in a letter saying ‘thank you.’"
There's a way to be a person and when you behave in ways that are contrary to that social contract, you forego any right to be listened to or taken seriously. If you want to be part of the discussion and you want your opinions considered, show up and have some respect. Otherwise, expect for no one to consider your positions or even your existence.

Thursday, February 7, 2013

Engalus

So my buddy Mark sent me this link earlier and I couldn't help but laugh, mainly because of the link to a portfolio web site I haven't been able to access in over 6 years, but also because I never in my wildest dreams would have thought that anyone would consider my first game project to be anywhere approaching relevant so many years later.


It was roughly 12 years ago this month that I started working at Turbine, my first paying gig in game development. For a couple years prior I had been working with a small group of developers under the moniker of Crytek in my spare time. At the time we were organized over the internet much in the same way mod developers were, but the founders (Cevat Yerli and his brothers) had big ambitions.

I started working with Crytek when Cevat contacted me after noticing my Half-Life mod work online. Crytek was working on an FPS and was looking for level designers. As a fledgling operation they didn't have any way to pay us at the time, but I was in college and a contract for royalties should our work ever bear fruit was good enough for me. The project and the game engine went through many iterations over the course  of the two years I worked on it. Somehow I ended up being the "Lead Designer" and (dumb kid that I was) began developing a rather lofty design for a game would have borne a striking resemblance to Deus Ex in both tone and game play, except exceedingly more sci-fi in its presentation.

In the summer of 2000 we had succeeded in created a tech demo for "Engalus", our would-be FPS. Even then, Cryek was on the cutting edge of graphics with an engine that rivaled the reigning king Quake 3. Cevat shopped the demo around at the conventions that summer and even got it showcased on NVIDIA's website, but by the time the end of the year was rolling around I had graduated and a paying gig was becoming more and more necessary. At the time my buddy Scott (who I had nabbed to help out on Engalus) had snagged a job doing GUI and other art work for local dev Turbine. I was well aware of Turbine as a player of the then recently released Asheron's Call and when Scott told me they were looking for designers I jumped at the chance. It wasn't so much that I had lost faith in Crytek and what we were working on as it was that I knew if they found backing I'd have to move to Germany, which I was not prepared to consider at the time and besides that, I would have been in WAY over my head at that time as the lead on a professional project. In an effort to get my professional career started with something closer to entry level, I left Crytek and Engalus, and started working at Turbine.

To make a long story short, I got laid off from Turbine several months after starting there, Crytek got backed by Ubisoft to make what would become FarCry, and I spent the next few years working odd jobs while making mods and trying to break back into professional development. Eventually I got my second chance as a content developer at Mythic Entertainment and six-and-a-half years later I'm a Content Lead for Bioware Austin on Star Wars: The Old Republic. I've come a long way since Crytek and so have they, but I've always been grateful to Cevat for seeking me out and giving me the chance to figure out that making games was what I wanted to do with my life. Engalus may have never seen the light of day, but to me it will always be my first real attempt at game development and though there's not much to show for it, I'm proud of the work we did and where we all ended up because of it.

Tuesday, January 15, 2013

Gamers and Developers: A Love Story

Communication between gamers and developers is a tough issue. Most people outside the industry (and plenty inside) have no idea how tumultuous live development can be. I can tell you that in previous jobs I've had experiences where one day I'm working on a feature and the next day it's been cut or de-prioritized. This along with other concerns often makes it difficult to communicate with the end user in a way that a) doesn't get their hopes up about a feature they want, but may not see the light of day and b) still engages those users in a way that makes them feel accommodated. It drives both sides crazy. Gamers end up feeling like their investment isn't being rewarded and that they're just being used, while developers end up resenting what they see as "entitled" users who think they know better how to make the game, but are never happy with what they get. Better communication can often help everyone to reach a happy middle ground, but the signal to noise ratio on the internet is lousy and it always has been. Add to this the logistical issues of time, money, manpower, and the need to please the largest audience possible in order to get the biggest return on investment and you're always going to end up pissing someone off and making others feel as if they're being ignored.

I know a lot gets said within the industry about games being art and how dare anyone not think of games as art, and as a designer I agree: games are art. There are degrees however and not all art is created equally. Speaking musically (because I can always analogize things in regards to music) I've come to realize that what we normally refer to as "triple A" games have way more in common with pop music than they do with punk rock while audiences seem to expect a more punk mentality regardless. Mainstream pop music wants to reach the widest audience possible and (to me at least) ends up sounding watered down and bland. There's something for "everyone", but if you're looking for an 8 minute drum solo then you're probably out of luck. Punk rock (real Punk rock ... but that's a whole other discussion) doesn't care about the broadest audience. The philosophy there is "the right people will get this". Is there great pop music? Hell yeah! Is there lousy punk rock? You bet! The same goes for games and when you're dealing with live development on games that are essentially pop music (every game I've ever worked on) you're never going to please everyone.

There's no right way to foster better communication between gamers and developers. I've often been heard to rant that developers should give gamers much more information about the process of development. I'd love for people to really see how the sausage is made, but that's not my call. I like to think that maybe if people saw that just because you can come up with the "perfect" answer to a problem doesn't mean it can be done, they'd be more forgiving. Game development involves a lot of compromise and often frustration. Gamers always feel like their prefered feature is the most important and "why doesn't someone just put this in the game?" To be honest, I know plenty of designers who feel the same way. I personally have designed at least as much content that has seen the light of day as hasn't but that's how pop music gets made. For every 10 tracks on a top 40 album, there's maybe twice as many that didn't make the cut, but that there is probably some (albeit smaller or more dedicated) audience for.

If developers tell you everything they're doing as they make or support a game, there's going to be things that you're really into that just dissipate and when you get people excited about something and then pull it away, it never ends well. I can remember this exact thing happening with Ultima Online back when I was in college when they had proposed a radical and (to me at least) interesting sounding bounty/good/evil system to help curb (or gamify) their player killing issues. The system as it was discussed never went live and they ended up going for a simpler option of splitting the world into PvP and non-PvP mirrors. On the one hand I appreciated the openness and on the other hand I felt cheated out of a system I was looking forward to. In hindsight, I have to assume that the system wasn't all it was cracked up to be and didn't solve their issues in the manner they desired.

You can only ever say too much or say too little and when opinion is already turned against you (warranted or not) the outcry is almost always going to be negative. The more negative the gamers are, the less the developers want to talk to them and the less both sides talk to each other, the further apart they get. If you want real discussion and insight into development, say nice things. Sometimes developers don't have all the information they need. Sometimes developers don't engage enough with their audience. Sometimes developers think they know better than their customers, but developers aren't out to get you and most of them are pretty good at what they do. If those things weren't true then they wouldn't have jobs and you wouldn't be playing their games to begin with. Publishers (in my experience) don't manipulate studios (at all) or as much as the public thinks they do and being that this is pop music, developers are here to make money as much as they're here to make art.  They don't want to be taken advantage of or undermined just as much as gamers. Show them respect and they'll show it right back. Sensationalism and misplaced outrage will only fan the flames and I personally would much rather we find a way to make better games together.

Monday, January 14, 2013

On Live Game Development


Update: Seriously ... ranting aside, I love the people who play my games. Infuriating as they can be. I'm sure the feeling is mutual.

Friday, January 4, 2013

Top 5 Comics of 2012


I probably buy too many comics, but I can’t help myself. I’ve been a fan of the medium since I was a kid buying Teenage Mutant Ninja Turtles books. Every time I’m in a comic book store I get so enticed by everything I see. Sometimes it’s the art, other times it’s the writing, often it’s both. I’ll take a chance on almost any book and more often than not I get roped in for the long haul. I did try to cut down a little bit in 2012, but then Brian Wood decided to come out with several new titles, and there was a Marvel crossover that I couldn’t miss due to it’s major involvement of the X-Men and it’s promise to potentially reverse one of the biggest X-universe plot twists of the last decade. All this along with the random new titles I pick up and the fact that I’ve gotten into several Star Wars books now, has me spending a lot of time and money on my comic book habit. I enjoy it though and there are honestly a lot of quality books in the market today. As long as I’m being entertained I guess I can’t complain and these 5 are some of the comics that have entertained me most this past year.

1. Saga by Brian K. Vaughan and Fiona Staples
I never got into Y: The Last Man, Brian K. Vaughan’s much lauded 2002-2008 running monthly book. Even still, I always recognized his talent and when I heard about Saga and saw Fiona Staple’s brilliant artwork I knew it was a book I’d want to be picking up. Saga is a science fiction epic that’s part Romeo and Juliet, part Star Wars, and entirely captivating. Saga tells the story of Hazel, a child born to parents whose worlds are at war with each other. The tale to this point is told by Hazel in 3rd person from some point in the future, as her parents attempt to flee the forces who see their union and offspring as an abomination. Vaughan’s writing is natural and succinct and his characters feel remarkably three dimensional without ever overstating themselves. Fiona Staples art is a wonder to behold, capturing gestures and emotion with spare, balanced line work and brilliant washes of bold color. Out of 2012’s new books this is the one that overall has impressed me the most on all fronts.

2. Conan the Barbarian by Brian Wood and various artists
I’ve been a fan of Brian Wood’s since Channel Zero way back when I was in college and since the end of his relationship with DC/Vertigo last year he’s been busy putting a lot of new work into the field. I should start off by saying that I’ve never been a fan of Conan, but neither have I ever held any ill will toward the property. Pre-war sci-fi and fantasy has always been an area that I’ve never really warmed to and (despite mainly being known due to to movies from the 80’s) Conan as a property falls into this category. Brian Wood is one of very few writers that I will follow to any book however and based on his excellent medieval Norse-themed book Northlanders I figured I had a good read on what I could expect from a Conan book. In Conan the Barbarian Wood uses his Northlanders experience to color his writing, but approaches the character and the world of Hyboria from a direction tailored specifically to them. The end result combines Wood’s expertise with tone and depth of character with Robert Howard’s pulp mythology in a way that satisfies and strengthens both.

3. Wolverine and the X-Men by Jason Aaron and various artists
At it’s heart, X-Men comics are about two things: 1)A persecuted minority that seeks to protect a world that hates and fears them and 2)Teenagers with newly developed super powers going to a school where they can be educated in peace and learn how to control their abilities. Wolverine and the X-Men focuses mainly on the later and concentrates of the lighter, but also more outrageous aspects of the setup in featuring both heroes and villains with bizarre powers. The whole thing takes on an almost Joss Whedon-esque feeling as it recalls both the absurdity and seriousness of Buffy The Vampire Slayer. Teen mutants find themselves navigating the rigors of high school while simultaneously saving the world, all before study hall. The end result is incredibly fun and easily one of the best things to happen to the X-Men (and Wolverine) in a long time.

4. Hawkeye by Matt Fraction and David Aja
Nobody ever says they’re a Hawkeye fan. In his own words he's "an orphan raised by carnies, fighting with a stick and string from the paleolithic era." A comic about Hawkeye’s life when he’s not with the Avengers should be about as successful as Baywatch: Nights but (perhaps knowing this) Fraction manages to make Hawkeye off duty, more interesting than he has any right to be. Armed not just with arrows, but with wit and guile, Fraction and Aja illustrate Hawkeye’s extra-Avenger actions in brilliant fashion as he deals with both the absurd and mundane. All of a sudden a character that most people previously couldn’t have cared less about becomes part Spiderman, part James Bond, and part Robinhood, all wrapped in a slick package by Fraction’s excellent dialog and Aja’s uncluttered, expressive visuals.

5. The Unwritten by Mike Carey and Peter Gross
Not a new comic for 2012, but one that is still going despite what seems to be the culling of DC’s Vertigo label. Unwritten has been one of my favorite books ever since I picked it up on a whim several years ago. If there is any one book that can claim to have picked up the mantle of Sandman and be worthy of it, this is it. Following the misadventures of Tom Wilson as he unravels the secret truth about the nature of story and his own mysterious origins, Unwritten glories in the world of narratives much in the same way Sandman often did. In 2012 Carey and Gross stepped up their game in a big way both in publishing what I believe will serve as the climatic arc to the overall story, but also 6 additional support stories (featuring different artists) that filled in a lot of the blanks we had been left with to that point. As 2013 dawns, Unwritten marches boldly into it’s next chapter and with the stakes higher than ever I find myself eagerly awaiting each issue and whatever revelations may be held within their pages.

Thursday, January 3, 2013

Top 5 Games of 2012


2012 was a decent year for games if not a slow year for games. We seem to have settled into a bi-yearly cycle for the release of numerous major blockbusters and this past year was the off year for those releases. A look ahead at 2013 has a number of high profile titles slated to launch before the end of FY12 and are very likely to be the last such titles we see during this console cycle with the all-but-confirmed announcement and launch of at least one next gen console likely to happen before the end of the year.

While the crop of titles was smaller this year the quality was high and innovation still strong. 2012 was the year of crowd funding, with several recognizable developers utilizing Kickstarter to great effect in getting their next projects funded. This however, along with the continued strengthening of the indie games scene, has done nothing to heal the divide between various gamer factions. Forums and comment sections on gaming sites all over the internet have been constantly embroiled in idealogical shouting matches of mainstream vs indie vs old school.

It seems that gaming has finally developed a very vocal elitist class that claims to abhor modern mainstream marketing techniques such as DLC and F2P/MTX while championing niche throwback titles and bold anti-publisher actions by developers. While its an interesting conversation to be sure, several things remain to be seen:


  1. Will these elitist gamers put their money where their mouths are and withdraw support from mainstream triple-A developers and publishers?
  2. Are the numbers of these gamers as large as they seem or are they just loud?
  3. Are these gamers willing to support smaller, less cutting edge games, that look poorer, but meet their exacting aesthetic requirements or will they expect the same type of experience that big developers require millions of dollars and thus a broad audience to support?

I tend of believe that most of these people are all talk and while I want a Baldur’s Gate style throwback RPG and a massive open-ended space sim too, I don’t realistically expect these things to look and feel the same as a game that has a much broader appeal. It’s going to be interesting to see as some of these crowd funded projects begin bearing fruit how the elitist gamer community and the non-funding audience responds and what that may mean for all strata of development going forward.

Enough industry talk though. These are my Top 5 favorite games of 2012:


1. Mass Effect 3 by BioWare
Controversy surrounding the original version of the ending aside, Mass Effect 3 concluded the epic trilogy in a truly triumphant fashion. Taking some of the best aspects of ME1 and 2 and adding a few new tricks of it’s own, ME3 was a solid, enjoyable experience from start to finish. The game and the story didn’t let off the throttle for one moment and the stakes were always high. Not since the Baldur’s Gate series had I felt such affection for a group of characters in a video game both due to their excellently written dialog and personalities, but also due to the decisions I had made for and with them throughout each game. ME3 ended Commander Shepard’s story in grand style and has thusly earned a place of honor in my collection.


2. The Walking Dead by Telltale Games
After a couple lackluster titles with Back to the Future, Jurassic Park, and yes … Law and Order, Telltale came back in a big way in 2012 with the first 5-part series of adventure games based on The Walking Dead comics. I always tell people that The Walking Dead comic is not about zombies, it’s about people and there just happen to be zombies in it. The Walking Dead game apes its source material perfectly in this respect with the zombies mainly being a device to put people into desperate situations and to force the player to make hard decisions. And boy will you make some hard decisions in The Walking Dead. It’s not always a choice between good and bad either, often it there is no good choice and more often than not the consequences will catch up to you in the end. It’s hard to talk in specifics about The Walking Dead without spoiling a game that’s full of honestly surprising twists. Suffice it to say that every element of this game from the art style, the game design, the cinematics, the writing, acting, and sound all come together to create an emotional tour-de-force that everyone should play at least once.

3. Far Cry 3 by Ubisoft Montreal
Like films that only play in New York and LA in the last week of the year in order to squeak by for Oscar consideration, Far Cry 3 launched at the beginning of December and immediately made an impact on numerous game critics. The thing here is that even if it had launched earlier I’m betting it would have made just as big an impact on many people’s year end considerations. The format is simple enough: Assassin’s Creed 2 meets Far Cry 2 and it’s a combination that works very well. What pushes this title above and beyond however is the main characters (like the brilliantly acted antagonist Vaas) and the story subtext. On the surface this is a very clear cut story of an outsiders getting into trouble abroad and going native to get out again. Far Cry 3 plays subtly with metaphor and allegory however making it’s beauty much more than skin deep. Add into this mix a protagonist that actually grows as a characters (not a common occurrence in this genre) and you've got something unique and refreshing on display here.


4. XCom: Enemy Unknown by Firaxis
The original XCom and it’s few immediate expansions/spin-offs are classics held in the highest regard by PC gamers over a certain age. Sadly in the decade+ since the last traditional XCom game, no one has been able to continue the tradition in a satisfying manner. When Firaxis announced that there were taking a stab at the franchise the PC gaming world breathed a sigh of relief. This new XCom is both homage and a much-needed modern update to the franchise and brings all the core elements one who has played the original would expect, but with modern trappings and manicuring. The end result is a product that new and old XCom fans can both get excited about.


5. FTL by Subset Games
Somehow 2012 ended up being the year of the spaceship crew simulation with games like Artemis, Spaceteam, and FTL each offering their own interpretation of managing the perils and teamwork required to pilot a sci-fi craft through space. FTL is simple to play, but difficult to master as it simulates operating a space craft on the run from an enemy fleet. The simulation is straightforward enough: players choose a craft and on each turn they plot their course through the galaxy. At each stop there is a chance of running into enemies, friends, plunder, or nothing at all making each jump a potential risk. In order to improve one’s chances however qualified captains need to upgrade their ship’s systems and purchase new equipment and that requires scrap gained from successfully navigating these chance encounters. While this is all straightforward enough, players will ultimately have to face the mothership of the enemy fleet, a multi encounter battle that’s seriously hard even on easy difficulty settings. It’s this difficulty that drives the deeper elements of the game and even as the player crashes and burns they’re already thinking of how best to outfit their ship for another go.

Tuesday, January 1, 2013

Top 5 Films of 2012


I say it every year, but this time I mean it “what a shite year for movies”. I honestly don’t know what the problem is anymore because it’s not just Hollywood, even the independent films were lacking this year. Are there no good scripts out there? Is the creative talent pool running dry? Have we run out of things to say?

Overall I didn’t see as many movies as I should have in 2012 and so far 2013’s movie-going outlook appears to be slim as well. Of the movies I did see I don’t recall being blown away by anything. A good litmus test of how much impact a movie has made with me is whether I decide that I need to own it on home video or not and there were precious few movies in 2012 that I felt met that criteria. Even among my Top 5 there are few I feel I need to own although I’d certainly be interested in seeing them all again.

1. Argo
Brilliant casting, brilliant script, brilliant directing; Argo hit all the right marks. This is a film that could have been plodding and arduous or extremely overwrought, but Affleck and crew found the perfect pitch with which to make this story feel both historically accurate and dramatically compelling. The final half hour of this film was the most tense I’ve felt in a movie theater in quite some time and I loved every minute of it. I’m glad that Affleck recently confirmed that he is not planning on running for senate anytime soon, because as a director I think he’s really coming into his own if Argo is any indication.

2. The Cabin in the Woods
I’m not one of those Joss Whedon apologists. I love Firefly, but Buffy never did it for me and Dollhouse (while I enjoyed it) fell flat in many respects. I say this so you understand that I can view Whedon’s work objectively unlike say ... Bruce Willis, who can do no wrong in my eyes. When it comes to horror I’m more a fan of the meta aspects than I am the genre tropes. I like Romero’s work because of his social commentary. I like Evil Dead 2 and From Dusk Till Dawn because of their gratuitous, almost satirical gore and genre exploitation. The Cabin in the Woods is the ultimate meta horror film, but if it were just the script that served to sell it then it wouldn’t have worked. Instead, every aspect of this movie comes together like clockwork in order to sell the story and serve the meta-narrative with a payoff that is totally worth the price of admission.

3. Wreck-It Ralph
Based on several of the critic’s reviews of this film I have to assume that if you don’t have a history with or affinity arcade gaming then much of this film’s charm misses the mark. As someone with an extensive gaming background, this movie hit the sweet spot for me both in terms of subject, art direction, script, and acting. Yes, the cameo’s and inside jokes were clever and entertaining, but I felt the film did a great job of being more than just gamer kitsch and in telling a classic tale in a modern trapping of overcoming adversity while being true to oneself.

4. Chronicle
The trailers for this film almost ruined it for me. It really wasn’t the film’s fault either, rather it was the fact of there having been several “moody teenagers with super powers” movies over the last few years that were nothing more than excuses to hook young, beautiful actors up to wires and try to catch a crossover dude-brah and comic geek audience. It wasn’t until I looked past the “yo bro, I can fly!” surface layer of Chronicle that I realized there was something of substance there. While this isn’t a complex movie and the found footage/faux documentary style (while appropriate) was stretched to the limits of believability, the message and the execution remains un-muddled and works in the film’s favor. The end result is a distilled, but successful version of Katsuhiro Otomo’s Akira a modern classic using super powers as a metaphor for adolescence and the difficulties of responsibility associated with becoming an adult.

5. The Master
Out of all the films that I saw in 2012 this is the one that I’ve probably thought about the most after leaving the theater. This is a heavy, layered piece of art that is worthy of both discussion and repeated viewing. The Master is what an art house film should be. This is the kind of movie that asks a lot of the audience both while they are in the theater and after they leave. Most audiences don’t like to have to work that hard for a film and for those people there is still a compelling narrative, expertly acted and directed, although somewhat cryptic in its resolution. For the braver moviegoer, The Master rewards deeper inspection and dissection and provides a wealth of detail and subtext to be explored.