1. Sven's avatar
  2. Unknown's avatar

    I’m one of the author’s in the 2022 opdc (didn’t win anything, still trying to bear up under the shame…

  3. Max Clark's avatar
  4. Kfix's avatar

    Thank you for this very interesting collection, and for wrestling with the obviously mixed feelings on this anniversary. And thank…

  5. KenTWOu's avatar

    I can’t remember that moment when I realized that you simultaneously was creative director, lead level designer and script writer…

  • Smarty-pants Jane over at Game Girl Advance picks the bones clean on my last post and gets to one of the points I only managed to gloss over – that of procedural literacy and how us folks who create in this medium need to be ‘literate’ in the ‘language’ of systems before we can express ourselves in them.

    In fact, I had another couple hundred words on that side-line but tossed them to keep that last post from getting totally gross… it’s a miracle anybody read it in the first place. But yeah, this idea of what real literacy in this medium means is something I have been thinking a lot about for a couple years, going back to an old post on the topic over at Grand Text Auto.

    I’ll have to get my head around those ideas one of these days, but thanks for the reminder Jane.  

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  • Not that long ago, famed film critic Roger Ebert stated that games are not, and indeed, cannot be, art.

    Recently, following up on a response made by author/game convergence guy Clive Barker at the Hollywood And Games Summit, Ebert clarified his claims.

    Ebert’s basic argument is that art requires authorship, and that games abdicate authorship to the player, and therefore cannot be art. This is certainly a compelling and useful argument, as it strikes at the nature of our medium, not at the content we so frequently produce. Ebert is clever not to bother arguing whether or not another boring old rehash of the game where you use 24 different weapons to kill 6 different types of aliens in 18 unique levels and save mankind from annihilation is art or is not. He is going for the kill, and good for him.

    As a student of the ‘school’ of design that often loudly and passionately advocates abdication of as much authorship as possible to the player, I guess I need to step up and help Ebert understand what he’s trying to say and what it means.

    Ebert claims that because games – or indeed, any interactive medium, abdicate authorship to some degree to the player, that this at least diminishes, and potentially destroys the capacity of an interactive work (or at least a game) to be art. He also tugs gently at the idea that it is potentially in the interaction with the work that the artistry lies, and thus any artfulness in a game or other interactive work is not innate but rather, if it exists at all, is imbued by the audience.

    Ebert is wrong for two important reasons.

    First, there is authorship in games, no matter how much we abdicate. The form of the authorship is different, and hard to understand, but no matter how much we try to abdicate it, it will always remain. It is undeniably there, and it is inextricable from the act of creating a game.

    Second, interacting with a work does not shape the work, it ‘only’ reveals it. Therefore, while there can be an art of expression in the way someone reveals the art, this does not necessarily diminish the art in the design of the work itself.

    As both Ebert and Barker acknowledge, we could debate endlessly what is and is not art, or what is and is not a valid definition of art. For the sake of argument, I will accept Ebert’s roughly stated thesis that art requires authorship. In fact, I actually agree with him. I think he just does not understand where authorship lies in games.

    Here is how it works:

    • I am able to express my ideas, thoughts and feelings through the design of interactive systems
    • Because a game is a complete formal system, the entire possible range of outputs from those systems is determined by me
    • People interact with those designed systems and receive the outputs I have determined
    • People literate in the medium can reconstruct my ideas, thoughts and feelings by experiencing these outputs
    • Therefore, by definition, there is an unbreakable chain between my ideas, thoughts and feelings and the player’s experience – I author mechanics that yield deterministic outputs in the game dynamics that lead the player to experience the aesthetic I want them to experience (within a given tolerance)

    Now – by way of clarifying this explanation as well as pre-empting some of the counter arguments, I’ll try to lay out the best and most valid ones.

    The Epistemological Argument
    First there is the epistemological argument – which counters by saying ‘how do you know you are able to express your thoughts and feelings in the design of interactive systems’. Believe it or not, this is the best argument, because the best rebuttal is simply to say ‘I just know it.’ You could ask ‘how do you know the sentence you are speaking is not nonsense?’. I know because I understand it. What I am expressing makes sense to me both intellectually and emotionally. If others do not understand it, it is not really a question of whether I am expressing myself, but rather one of whether I am expressing myself clearly.

    Beyond the subjective epistemological edge of this argument there is a requirement that the audience be literate. Hieroglyphics can’t express anything to me, but clearly the people who wrote in them had the capacity to express themselves, and they knew it. In the end, while this is a compelling argument, it degenerates quickly to a purely epistemological one, and arguing on that front is not going to enhance anybody’s understanding of the issue of authorship in games. I’d like to think even Ebert is not interested in pursuing this argument any further.

    The Argument to the Incompleteness of Authorship
    The next argument is whether or not it is, in fact, true that the entire possible range of outputs from a games’ systems are really determined by me. Well, honestly, no – they are not. Games are extraordinarily complex, and there are many outputs which are not literally determined precisely by me.

    If we were to conduct a sort of inverse Turing Test and put me in a room and have me attempt to return the exact same outputs (ignoring ridiculous factors such as speed and precision of calculation) to a player playing Splinter Cell: Chaos Theory as he or she would receive from an Xbox… well, I would fail to pass myself off as an Xbox running SC:CT. I did not write every line of code in the game, nor do I have a complete comprehension of that code. Therefore, the argument could be made that my authorship of the game is only approximate, or incomplete.

    The rebuttal to this argument lies in a comparison to film or to music or to any other collaborative artistic creation. Is every single note of a symphony perfectly determined by the composer? Is every single photon of light that enters the retina of every single viewer of a film determined by a director. No. There is noise in these systems too – some of it comes from the collaboration of others, and some of it comes from random noise. We do not deny Ode to Joy its status as art because it is playfully manipulated by a conductor, nor because the 3rd clarinet breaks a reed. It is the same with games. The outputs are broadly determined by me and heavily formalized by a large crew of people working with me to deliver on a promised aesthetic. Sometimes we make mistakes, and there are bugs. Even mediocre art can tolerate this approximate or incomplete authorship, so I am forced to assert that games can too.

    The Arguments from Noise and Nonsense
    The next argument would be that audiences cannot reconstruct the meaning I intend them to by way of interacting with systems. At very least there is a legitimate challenge here in saying "maybe they could reconstruct it, but they can also construct so many random meanings or contrary meanings, or generally just bring so much noise into the experience as to dilute the meaning to the point where it is not legible."

    This is an interesting point, but again, this is not unlike other works of art. People can watch Citizen Kane and fast-forward the ‘boring parts’. They can watch it in ten sittings or fall asleep during parts of it and forget what it’s about. This does not strip the film of its status. So, yes, I would concede that because (some) games offer the player so many ways to play, players might well ‘miss’ the meaning, but I don’t think the likeliness of missing the meaning should determine the artfulness of the work. There are some paintings hanging in far away back rooms of the Louvre that would likely take four hours of walking full speed non-stop to get to – this does not diminish their artfulness. If the audience does not participate with the work they may never perceive the art, but that does not mean it is not there.

    And what about those nonsensical interactions? The argument here is similar to the one above, and suggests that people can interact with games in all kinds of silly ways that don’t support or develop the meaning the creator intends them to experience. That’s true. I can play GTA 3 purely as a racing game, without ever doing any of the non-racing missions. How does that support the game’s central meaning (which I take to be about freedom and consequence)? Well, the answer is, it doesn’t. But hold on… I can also use War and Peace to prop up the broken leg of my couch, or view Warhol’s Campbell’s Soup Cans in a pitch black room and then say I don’t get the message. The point is that the audience must always interact with a work on some level (in games, this is very literalized), but their ability to interact with a work in nonsensical ways does not diminish or destroy the art.

    You could say that in the Tolstoy example, the book is not being read, and in the Warhol example, the painting is not being viewed – but in my GTA example, the game is being played… and that’s the difference. I would actually simply say that is inaccurate. When you’re only playing one tiny part of GTA, you’re not really playing it at all, any more than you are reading Bram Stoker’s Dracula if you are only reading the sexy bits.

    The Argument from Legitimacy
    Another argument against the existence of real authorship in games is the argument about the legitimacy of the kind of authorship I am talking about. In his responses to Barker, Ebert says:

    “If you can go through "every emotional journey available," doesn’t that devalue each and every one of them? Art seeks to lead you to an inevitable conclusion, not a smorgasbord of choices.”

    In other words, he is questioning the nature of an authorship focused on providing a single perspective, versus an authorship that affords the player a range of perspectives.

    I agree with Ebert that there is a difference in these two kinds of authorship. Romeo and Juliet is one love story. The play gives us a specific and authored understanding of what Shakespeare wants us to think about love in this specific case, between these two specific characters, in this specific set of circumstances. But Ebert is wrong to suggest that games – in affording a different kind of authorship somehow do not lead to inevitable conclusions, or that they offer a simple ‘smorgasbord’ wherein ‘every emotional journey’ is somehow possible.

    In a sense, the kind of authorship in a movie or a play requires an inductive approach to understanding the meaning. If I start with the specific love of two star-cross’d teenagers in Renaissance Verona whose families despise one another, and then try to generalize what love means, I am likely to end up with a lot of useless conclusions. It’s an inductive and error-prone process to move from the specific to the general. With all of the inductive errors possible, what can I truly understand about love in general from Romeo and Juliet alone? I could reasonably induce that real love can only exist in the convoluted set of circumstances of the play where one lover drinks a sleeping potion, and the other – distraught at seeing their love ‘dead’ – suicides with poison, so that the first can then prove their love equal and true by also drinking poison on awakening.

    Certainly that would be an absurd notion of love, and that problem with induction is fundamentally why we continue to write love stories at a breathtaking rate… because when you are providing singular examples of love, and trying to facilitate the audience feeling love, you will always have room for more examples. You can write unique and powerful love stories forever and never exhaust the infinite scope of the material ‘love’. Examples piled on examples forever will never pile up to infinity. Regardless – and for good reasons – this ‘inductive’ form of artistic expression is the kind of authorship that we see in most media (and it is wonderous).

    In games, it is different. The artist does not only create the specific case of the convicted criminal suddenly set free when his prison transfer bus is ambushed… it does not only tell the story of one criminal learning about the importance of liberty and the consequences of unchecked freedom. The artist is also capable of creating an entire expressive system space that explores a potential infinity of different notions of freedom and liberty. Where most other media require the audience to induce their meaning, games afford the audience at least the possibility of deducing their meaning.

    In other media, ‘supporting material’ that is coherent with the central themes of the work is pushed to the side in a B-plot… in games, this supporting material affords the artist ways to illuminate the meaning from many, many possible directions, allowing the player to explore the meaning the artist is trying to provide. Potentially, because the game designer is able to express himself in systems rather than in examples, infinities can be examined.

    Now, I guess this is kind of hard to wrap your head around, but surely this is a concept Ebert can understand. Many filmmakers, from Taratino to Inarritu to Haggis and dozens more have been increasingly attempting to explore stories from multiple angles in an attempt to mimic – in a medium severely limited for this purpose – what games can do innately. If Haggis’ Best Picture winning Crash was 100 hours long, and contained 100 different interconnected plots all echoing the same themes of racial tension from different perspectives, would it suddenly lose its status as art? It probably wouldn’t be a very good movie, because 100 hours of movie is painful. In any case, no matter how long you make Crash, you will never fully explore the domain of the themes of racial tension in modern America. 100 hours is just 50x what the movie already offers, and is no closer to the infinite depth of the theme than is the existing 2 hour film.

    GTA: San Andreas on the other hand – which I played for a good 100 hours or so, gave me such a world transforming view of racial tension and inequity in early 1990’s California, that I have been shaken to the core, and have been forced to re-examine a huge part of my world view.

    In a response to a reader letter dated November 27, 2005 Ebert said:

    "To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers."

    Well, here you go. Let me state it clearly and for the record:

    Taken as wholes, GTA: San Andreas is a more compelling, meaningful and important work of art than Crash.

    Admittedly, not everyone will agree, and admittedly, I have a high level of literacy in reading systems. The point here is not to enter a subjective debate about what is a superior work of art, rather the point is to say that – yes – if a game is offering a smorgasbord of unrelated mechanics that are neither supporting each other nor driving toward a coherent theme, if they are not providing the player with a broad range of perspectives on a specific meaning that the creator is trying to express, then Ebert is right.

    But if a game creator does have something specific he is trying to communicate, and he designs his game well, and the mechanics and dynamics are coherently supporting that aesthetic, and providing the player – more or less whatever he does (assuming it is not wilfully nonsensical) – with insight into that meaning, then yeah… it’s art.

    The Argument to Migrated Authorship
    The final argument that I see remaining is the one that asks ‘who is the artist here anyway?’ Ebert says:

    “I believe art is created by an artist. If you change it, you become the artist.”

    This is a much easier point to tackle simply because there is a fallacy in Ebert’s argument. He is implying that interacting with a work is the same as changing it. But this is not true. My ‘paint’ is not ‘what the player does’. My paint is ‘the rules that govern what the player can do’. The way the player expresses himself is a form of artistic expression (or a least it can be), but it is impossible for him to change the rules or even to express himself outside the domain of the rules that I have created. And it is not simply a case of saying ‘people who make paint are necessarily artists, while painters can be artists’. I do more than ‘make paint’. If all I did was ‘make paint’, I would concede the point in Ebert’s response to his reader where he states games cannot move "beyond craftsmanship to the stature of art."

    If I created ‘magic paints’ that could only be used to paint flowers that appeared highly vaginal, would I be less an artist than Georgia O’Keefe? While some painters using my paints could make crappy paintings of vaginal flowers that were not artful, and others could create beautiful masterpieces – I think it would remain clear that I was an artist for having created ‘paints that constrained the set of possible paintings achievable to those that dealt with a set of themes I had chosen’. There is a statement there – a statement about flowers and vaginas (and paint) and it is as important as any statement in any of O’Keefe’s works. It may even be as important as all of the statements made in all of O’Keefe’s works combined… but we don’t need to get ahead of ourselves here.

    The best analogy here, again, is that of a symphony. There is an art in the composing of the symphony itself – the creation of the song and the recording of the instructions for reproducing that song using a symphony orchestra. Yet, because of the comparative fuzziness of the transcription, there is often a high degree of malleability in interpretation of those instructions, and the ability to interpret those instructions well and to facilitate an orchestra to actually play the symphony is an artistic task. There are ways to do it non-artistically. Technically, a metronome and sheet music could do the job of conducting an orchestra, but we make a lot of room for conductors because in their art, they can add a tremendous amount of beauty to what is already a beautiful work.

    Ebert’s fallacy extends to suggest that Ode to Joy is not a work of art once a composer conducts it, and that the conductor’s art is not art for long anyway, because as soon as a musician plays it, he or she becomes the artist. The reality is, they can all be artists, and when an artfully composed work is conducted by an artful conductor, and played by artful musicians, the full perspective of the work is truly appreciable.

    It is the same with a game and a player. Technically, a game could be played by a computer – many games are played by computers. While the beauty of the particular play experience might be diminished or even destroyed by doing it that way, it does not diminish or destroy the artfulness inherent to the game itself.

    Such is the relationship between the designer and the player as I see it. The designer is the composer, the player is the conductor. The orchestra is the hardware and the sheet music is the software.

    Conclusion
    I think that about sums up my rebuttal to Mr. Ebert. When he made his first statements months ago, I was mostly just upset and insulted, but with his latest clarification of those original statements, he has not only looked more carefully at the real and relevant question, but he has opened the door to have the real nature of authorship in games described. I hope – should he happen past here and read this – he’ll finally understand the scope of the issue and admit that he’s wrong.

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  • I guess this pretty much explains why I haven’t had time to post much lately. Here’s the official announcement.

    More info to come soon, of course, but here is a little bit of specualtion:

    Gamespot, IGN, Joystiq, Kotaku,

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  • So four months after poor Olsen kicked the bucket, and six weeks since Mark and Syed got things moving and shipped me a replacement 360, Microsoft finally has to bite the bullet.

    They’re extending the warranty on the 360 to three full years, and given it’s only been just over a year and a half since the 360 shipped, that means every single 360 in the world is covered again. Of course, the coverage is retroactive, so I should be getting $168.00 back from MS for the repair bill on poor old Olsen. That’s like 200 beer or so, so lounging around playing games just got a lot more fun.

    Of course, it’s costing MS a billion frikkin’ dollars, which ain’t no joke. I wonder what the design and development budget for a new console is? I’m guessing – completely out of the blue – that it’s probably in the neighborhood of that much. So maybe the X360 is going to be a ten-year console after all…

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  • Well, I guess if you really believe in abdicating authorship, disagreeing with the church is as good a place as any to draw the line given that they’ve thrown in their chips with the biggest author of ’em all.

    Sarcasm aside, I’m glad Harvey stood up and fired back on this, because this whole thing seems pretty absurd to me. I never saw anyone complain that soliders shoot people from churches in Saving Private Ryan – but film is a mature medium I guess, and games are for kids (hmm… can’t seem to shake that sarcasm).

    Okay – seriously – here’s the deal. Games can – and do today – move players in important, thought provoking and emotionally engaging ways. I’ll testify to it because I have felt it. In some cases, in fact, they do it in ways that are as powerful and meaningful as I have ever experienced in other media. Currently it is rare. It is clumsy. We fail to make it happen more often than we succeed. Every step we take teaches us something, and those new things invariably set us back about 20 steps. Solving the problem of consistantly delivering meaningful and emotionally compelling content in an interactive, user-directed, unauthored context is hard.

    We’re working on it.

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  • So immediately following my GDC presentation, I did an interview with Bonnie Ruberg from Gamasutra, which is now up on their site. It goes into a few more details about the talk, and Bonnie also asked a few good questions about gender issues in exploration… some stuff I hadn’t thought much about.

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  • Oh well, I guess I was wrong when I refuted the theory that games and film can converge. According to Ed Ulbrich, the President of the commercial division of Digital Domain, it’s not just something they’re talking about. By buying the digital effects house and setting out to make games, Michael Bay has somehow proven that convergence is ‘no longer a theory’. Don’t I look stupid now.

    In a reposting of an LA Times article on Michael Bay’s blog, they lay it all out for us… the new vision of the ludocinematic future.

    Some gems:

    A budget of about $25 million may not be much for director Michael Bay, maker of such mega-budget movies as "Armageddon" and "Pearl Harbor." But it’s enough to get him launched on a new passion: creating a video game that matches the quality of a feature film.

    I love how this statement implies that games don’t have the quality of a feature film. I can only assume they mean creating a game whose real-time 3d visuals match the quality of pre-rendered visuals in a modern 3d film? If they actually mean that they think ‘Armageddon’ (5.8 average on Imdb) or ‘Pearl Harbor’ (5.3) is ‘better’ than ‘Half-Life 2‘ (9.6 average on Game Rankings) or ‘GTA: San Andreas‘ (9.5)… then, well, whatever, I guess I don’t really have a response to that.

    "I make world-class images," Bay said. "Why not put those images into a game?"

    Well, sure… okay. But I think Bay is missing a few important points. First, the way Bay makes those images has an awful lot to do with controlling the camera, so if he’s willing to give up that part of what he does, I welcome him to join us in wrestling with this challenge. Second, while I don’t have any problem with making games with great visuals (9.4) I’m not entirely sure what his point is here. Is he implying that his great visuals (even delivered to the player without the strict authorial camera of a director) will inherently make his games better?

    And this:

    Digital Domain plans to develop four or five games over the next two years, tapping into a lucrative industry whose sales in the U.S. climbed 19% to a record $12.5 billion last year, according to research firm NPD Group. As video entertainment becomes more sophisticated, the line between video games and movies is blurring.

    (my emphasis) A bit of a non-sequitor there, but whatever. The thing I don’t understand though… and it perplexes me more and more every time I heard this banal platitude… what the hell does it mean ‘the line between videogames and movies in blurring’?

    Do they think that 10 years from now I won’t be sure whether I just watched a movie or played a game? Again, I have to make some assumptions about what they mean to have this kind of crap make any sense at all… I can only assume they mean ‘the production methodologies and business models are increasingly similar and it is becoming more and more practical to look at doing feature film development and game development simultaneously as part of a multi-media production that increases efficiency’. In other words, they mean convergence in the purest business sense.

    But on the other hand:

    Nonetheless, company executives say they have a competitive advantage: a network of A-list directors that includes David Fincher ("Fight Club") (8.6), Rob Cohen ("The Fast and the Furious") (5.7) and, of course, Bay, whose latest movie, "Transformers," is one of the summer’s most anticipated releases. Most film-based games are developed through third parties, and filmmakers often have little or no creative control. By contrast, Digital would let filmmakers direct their own games.

    So they don’t mean it only in the purely business sense. They actually think that they can just hand over lead creative on a game to someone who made some movies and that will work. Well, I wish them luck. Okay, that’s not true. I don’t wish them luck. I hope they fail. I’m sure people will be happy to tell me what an egotistical asshole I am. But let’s not forget I’m not the one gambling 25 million bucks on an ego that says just because I directed some movies I can therefore direct games.

    Maybe we’ll get to see if the man-god can bleed after all.

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  • Will Deus Ex 3 be a loss leader for Eidos in the battle for Montreal?

    So it’s well known now that along with Ubisoft and EA, other major publishers have started to edge their way into Montreal to take advantage of the ever-expanding game development community here. Among them – Eidos, who historically have published many of my favorite games, but who in recent years seem to have had a hard time maintaining traction (in my humble opinion).

    So the word on the street is that the new Eidos Montreal studio – headed by former Ubi VP Operations Stephane Dastous is starting to ramp up, and their first big title (or one of their first?) might be Deus Ex 3. Cool. I have no idea if this is true – I’m only getting 3rd or 4th hand rumours, but when I think about it, it makes sense.

    Despite the fact that the DX series seems to have a hard time turning a buck, it is a game that has huge appeal for developers. Practically every developer I have ever met loved the original (though most seem to say they were disappointed with the sequel – but that’s crazy-talk). I am pretty sure most developers would jump at the chance to work on a DX title… and maybe that’s the Eidos strategy here.

    They can use the title to attract developers to their studio to help them staff up to a couple hundred people – DX certainly has that kind of draw. Then, frankly, it doesn’t much matter if the game makes money. Breaking even would be nice, and I’m sure that’s what they want, but if what they really want is to aggressively recruit and establish a studio here, then leveraging the developer-draw of DX is a smart, smart move.

    Of course, if they are starting work on DX3, awesome. I hope they aren’t just using it for its draw but that they want to make an incredible game out of it. I’m certain the talent here can do it justice, and I look forward to finding out if the rumours are true.

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  • I know that it is incredibly old school to read a newspaper while waiting for a BLT in a pub at lunchtime while out shopping, but I was in an old school kinda mood today. Flipping through the weekend ‘Life’ section of the Gazette, I discovered that the City was hosting ‘Design Montreal’s Open House’, an open-doors day for some 40 Montreal design firms including those representing Landscaping and City Planning, Industrial Design, Graphic Design, Architecture, Interior Design and Fashion Design.

    Apparently, on May 12th of last year, UNESCO named Montreal a ‘City of Design’ an honor held by only two other cities in the world – Berlin and Buenos Aires.

    So needless to say, while it is very cool that the City is sponsoring this event to bring public interest and attention toward all the different forms of design, and while I’m super excited to see if I can take advantage of this and get out and see some things, I can’t help but wonder two things.

    First, why in the world would UNESCO not include Game Design – or at least more broadly – Interactive Design, in this list of design disciplines being recognized? When I was in Paris last year, I got to see – and interact with – a wonderful interactive installation that is in front of the UNESCO HQ and L’Ecole Militaire in Paris. They know what Interactive Design IS if they are commissioning an interactive installation of this magnitude. Surely given the strength and importance of Montreal’s game design community, we deserve to be included with our fellow professional designers in this. Also, I find it surprising that someone in the field of Landscape Design, Urban Planning or Architecture would not have spoken up about the absence of Game Design given the fact that a little video game is probably single-handedly more responsible for bringing a generalized appreciation of the importance of those fields to the public at large than is any other single source.

    Second, as a professional, award winning designer whose work has been experienced by millions of people, and who works for a firm employing a handful of designers who are arguably among the best  game designers on earth – a firm which has likewise won several, if not dozens of important, internationally recognized awards for design… why in the world would I have never even heard of this? Clearly part of the City’s goal in hosting this ‘Open House’ is to increase public awareness of Montreal’s importance as a cultural hub for design… but shit… it might help if the designers themselves knew about it.

    The article says that the City and the Province want to establish the Open House as a yearly event. Good. So now I have another side mission, which is to get Game and Interactive Design added to the UNESCO recognition and see at least one Montreal game company in included in the Open House for next year.

    With all the continual talk about media convergence in face of the sad reality that all games can ever be in relation to film is some kind of bastard step-child, shouldn’t we be going out of our way to celebrate the things that make us distinct and different? Especially in Canada? Doubly so in Montreal? Game Design is – not surprisingly I hope – a design field. We should start acting like it and make sure that we are considered and recognized as such by a world of designers who are our colleagues.

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  • Olsen arrived this morning just as I was about to leave for work. I didn’t have a chance to post about it today, and it took me a few hours to get it up and running again.

    No explanation, really, but they just sent me a completely new box. Maybe my old one was permanently toasted or maybe Syed couldn’t get information fast enough and just went down to his local Futureshop and bought one and had it couriered to me. Who knows.

    At any rate, because it needed to re-detect my PC, and because there have been upgrades to Windows Connect and to Windows Media Player (I play all my music by streaming it over my wireless network from my PC to my X360) I needed to get the latest version of Media Player and jump through a bunch of annoying hoops in order to get it all up and running again, but now it’s up, and Cmdr Greedo is back online.

    For you suckers who thought you were going to catch up on me, I went and quickly nabbed 15 Achievements playing Frogger… just to make sure I could log a few points to get back on the charts.

    Anyone who just took advantage of my little lull to edge past me better watch their ass. I got SC:DA and Vegas still in the plastic, I’m about one third of the way into Gears, Project 8 is screaming my name, and I have Viva Pinata waiting to go. Spideman 3 comes out tomorrow, and Guitar Hero is only one shopping trip away.

    Prediction: 1200 Achievement point gain for the month of May.

    On the whole, while the delay and the complete info blackout was unacceptable, once the matter was raised the problem was solved within 48 hours.

    Thanks to Jessie, Michelle, Dave, Mark, Syed and Max the bot who made what could have been an even more frustrating experience bearable by being polite, courteous, cheerful and always genuinely concerned. Maybe Microsoft learned something about the value of keeping their employees motivated and invested in their job from working with game developers.

    I wonder how this whole mess would have turned out if I had not told them who I was once things turned bad. I hope that a simple expression of serious unhappiness at the situation if they mishandle it would get anyone the same treatment. I hope so. I sure as shit hope that someone who has my game sitting in the plastic on their shelf doesn’t have to wait to play it.

    In the end, I will say I am fairly satisfied with the process because the service I recieved from the people at the call center outweighed the frustration and hassle of the delay.

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