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…

  • My good buddy and co-worker at Ubi, Ben Mattes has finally got himself a blog over at www.toomuchimagination.blogspot.com, a name he craftily lifted from www.toomuchimagination.ca, which is the design challenge we’re promoting along side our current recruiting campaign.

    Ben was the producer on Prince of Persia: The Two Thrones, and his current project (like mine) is unannounced. Of course, I know what it is, but I ain’t tellin’.

    Anyway, Ben is big into the business side of the industry and he’s a clever guy. If you ever hear me talking about industry business models or trends, I’m probably just regurgitating something Ben said. Check out his blog.

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  • The new IGN Readers Choice list of the Top 100 games of all time just pegged Splinter Cell: Chaos Theory at #18. That puts it one ahead of Super Mario 64 (suck it down plumber-boy), and one behind GTA: San Andreas – which in my honest opinion should be a lot higher than 17th.

    They did the same poll a couple years ago, and SC:CT ranked at number 3… but clearly we were benefitting from the bias of having shipped the game only a couple months before.

    Hopefully we can hover around the same place for the next couple years and hold our ground until the next time they do the same poll. But probably the game will slip rather quickly down the list if we don’t work to retain the audience for games like this. The real SC fans out there who I hear from tend to be on the very top edge of the 18-34 demographic, and I think a fair number of them drift away from games as the pressures of work and parenthood chip away at their gaming time. It’s possible that a couple million guys like me will have given up on games by the time the next poll comes around, and they’ll have been replaced a a few million more who were too young to have played SC:CT in the first place.

    Prediction – if SC:CT is not in the Top 50 in two years it’s a strong indicator that we’re hemorrhaging 35+ males, and the current 18-34m targetted market has hit its limit. I spoke recently on my thoughts about how to deal with that problem.

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  • Following up on my last post about the dev tools for Wii, here is a cool link I found on Robin’s blog. I’m not one to cruise the sites of the hardware manufacturers, but I’m glad I did.

    This reminds me of me my first Wii experience which, sentimental as it is, I will share with you.

    At E3, me and LP managed to con our way past the insane Wii line by going to the developer support desk and flashing our sexy Ubisoft business cards. I guess Producer + Creative Director + Ubisoft (is it 7 Wii launch titles?) was enough to get an escort past the line (unless it was LP’s sexy haircut?).

    Inside the zoo of all that was Wii, I spied all sorts of wonders; from guys playing tennis with an invisible ball, to chicks 50-50ing rails with a flick of the wrist, to a full fledged Tam-Tam Jam that was mercifully free of stinky unshowered hippies. It was like a scene from Harry Potter, with thousands of apprentices fumbling about with their wands for the very first time, and accidentally summoning, zapping, animating, or mesmerizing themselves in all directions all at once.

    They had these little booths set up in a ring. Each booth would hold maybe a dozen people crammed in, with a Wii set-up in each booth. There was a Zelda booth and a Mario booth and a Metroid booth and a Red Steel booth – everything you’d expect, and each one overflowing with giddy gamers waiting their turn.

    But one booth in particular caught my attention. It was running – well, honestly, I don’t know what the game was… it was the one where you conduct an orchestra as (not) seen at the 37 second mark of this video. I don’t even know if it’s a game – maybe it’s just a tech demo (but I hope its a game). There was a huge crowd, bigger than at the other booths, and everyone was clustered around staring in amazement, cheering, laughing, and I had to elbow my way in there to get a look at whichever hotshot young hip japanese kid was rocking out like a post-modernist Kent Nagano.

    But it wasn’t some hip young gamer getting his groove on to the adoration of thirty-plus twenty-somethings, it was a mid-forties overweight balding buyer from some middle-american mega-mart. He was a dishevelled businessman in a second-rate suit with his tie out of place, sweat marks under his armpits and a name tag that said ‘Hi My Name is’ something pleasantly forgettable. He was a totally average, bland, uninteresting, boring, generic human. The kind of guy who you’d see standing behind you in line at the bank.

    And there he was, conducting an orchestra in front of a booth full of exhilerated onlookers who were cheering for him, and he had the biggest fucking smile on his face that I think I’ve ever seen on anyone, ever. They say the average person is more scared of public speaking than of dying, and this guy was certainly average. Yet here he was, not speaking, per se, but performing, with a huge crowd of people worshipping him. I bet this guy felt like shit when he couldn’t even gather the courage to ask Tina-Marie to the prom in 1978, but was thankful he didn’t two weeks later when he saw her in the arms of runningback Tom Slade after the big homecoming game. I bet he shuffled through life being an ordinary guy and dealing with all of the nightmares that that entails. I bet he never imagined when he took his job at Mega-Mart that it would bring him anything more than a paycheck for his wife and kids – who he loves. I bet that even though he orders hundreds of thousands – even millions of games a year – that he probably hasn’t actually played one since Space Invaders (when he sullenly stuffed his hands in his pockets and followed his friends to the pizza parlour after the homecoming game). I bet that no one ever cheered for him even once in his life. Ever.

    He’ll buy a Wii. And probably his wife will raise an eyebrow when he brings it home and make him feel a little bit stupid for wasting their money on a toy. And he’ll probably have a hard time convincing her to just try it, just once. But she will. And she will probably feel something she has never felt before either. And maybe – and I won’t even assert this one, I’ll just say maybe – maybe it will become a new part of the life that they share together.

    I still wonder why they changed the name to Wii.

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  • Line Rider has been floating around the office lately – many offices I assume – and I finally mucked around with it for a while today. It’s wicked fun for some oddly perverse reason, and looking at YouTube, it seems like a load of other people have found it mesmerizing and strangely addictive to boot. It’s like a simplified and less-technical version of MIT’s Digital Drawing Board that always ends with a tiny little man plummeting to his death. I can only imagine how much better Road Runner cartoons would have been if Chuck Jones had had either of these pieces of software.

    I only got to mess around with it for an hour or so after work, but some of these people seem to have spent weeks working on it. Some of these videos are almost three minutes long. I remember reading once that ‘every great punk song is 2 minutes and 56 seconds long’ – I think it was Lester Bangs who said it during a recording session with The Clash, or maybe he was the one writing whatever it was I read that I can’t find now. Maybe I’ll get around to figuring out which of the dozens of 2:56 punk songs in my collection provides the best soundtrack to this.

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  • Ai Live, LiveMove is apparently the application in the Wii SDK that allows designers to simply record their movements as input data for the Wii. Here’s a video that demonstrates it.

    Here is a video of the demonstration, and hot damn is that some cool shit. Of course, thinking about it after seeing it, I can’t imagine another way to do it that seems even remotely practical. Why wold you do it any other way? Nonetheless, looks like the entire process of making games just got a lot more fun.

    What I think is especially neat is that by designing the input parameters this way, the designer is forced to know from the get-go if the move feels the way he wants it to feel. It’s pretty easy, even trivial, to shut your eyes, imagine frying and egg, fishing, or roping a calf with a lasso, and then perform the action in a way that just feels right.

    Perhaps forcing designers to come at the experience design from this perspective – literally aping the players interactions to develop the games control scheme – is the genius element behind the Wii design.

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  • Here’s one for David Sirlin:

    Imagine if those terribly cliche game characters retired to become terribly cliche real people.

    I was always a huge fan of Dhalsim, even though from what I learned in Becoming the Champion, (reviewed here) he was a pretty bad choice if you actually cared about winning.

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  • Just got back from the Futureplay 2006 conference in London, Ontario yesterday, where I got to give my first ever keynote. That was pretty exciting. The other keynote speakers were Justin Roche, Sheri Graner Ray, Don Daglow, and Ken Perlin, so very flattering to be among that roster.

    I gave the same presentation the following night to the Toronto IGDA chapter, who quickly managed to get up a summary, here (thanks to Jason MacIsaac and Josh Druckman for all their hard work) Some cool folks there I got to chat with over beers after.

    It was also good to give a quick plug to Ubi’s currently running National Game Design Challenge. I missed a chance to blog about it during my recent trip to Vancouver when we launched the contest and associated promotion and recruiting campaign, but yeah getting to bounce around Canada with Fred made for a fun (though busy) fall.

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  • Another thing that struck me about Pollack’s The Sketches of Frank Gehry (which is now available on DVD for those interested), was a scene where Gehry recalls, years previously, having asked Pollack how he managed to deal with working in a creative field with such strong commercial constraints. Pollack’s answer (in the perspective of his film career) had been simply that you need to ‘carve out’ the little wedge of the project where you’re ‘allowed’ to be creative despite the demands of all the stakeholders trying to mitigate their risks. Gehry said that this was a piece of advice he had carried with him his entire career.

    This is a good bit of rather obvious advice I suppose, and there are clear parallels to the way designers in the game industry need to find those small elements of their work in which we can truly innovate and be expressive. What was interesting to me wasn’t so much what was said, but what it got me thinking about beyond the admittedly banal initial statement.

    What I started to realize is the incredible advantage we have as game designers over creators in other media (such as film or architecture). What is that advantage? The advantage is simply that we are not the only ones who haven’t really figured out very well how this new media and the industry that supports it functions.

    Film has pretty much been figured out – not only from a creative perspective, but also from a business perspective. The Ishtar’s, Hudson Hawk’s and Waterworld’s of film are surprisingly rare, and this is a pretty good indicator that the business guys in Hollywood can turn X million dollars into 2X million dollars pretty consistently – maybe not on a film-by-film basis, but at least on a year-over-year basis.

    Granted, architecture certainly has very different commercial constraints to deal with than either film or games, they’ve also had thousands and thousands of years to figure out how to manage the process of constructing buildings that are both financially viable to build and meaningful to the society that utilizes them.

    In games it’s different.

    I often lament the fact that we haven’t ‘figured out’ game design, and in large parts that’s true. But at the same time, the financial stakeholders in this industry have also not yet figured out how the business model ought to work to consistently generate profit across a small handful of titles. Within certain niches certain publishers have it mostly nailed (like EA and sports titles for example) but there are still a huge number of shots being fired in the dark, a huge number of great games completely failing to turn a profit, and a huge number of projects simply being cancelled after millions of dollars of investment.

    If an architect were to try to convince his stakeholders that he was going to build a castle that floats on a cloud, the project would not get green-lighted. But I’m not so sure that’s true in games. Impossible projects seem to get the go-ahead with surprising frequency (only to crash and burn eventually), and what seem like sure-fire winners, often don’t do the numbers they’re expected to.

    This probably arises from the combination of a few different factors:

    • A need to innovate – simply because innovation has been a core value proposition offered by games for 30 years now.
    • A lack of formalized design – even though I lament it, without formalized processes, ‘good’ game design is hard to do reproducibly, therefore, from the standpoint of a company evaluating a concept proposal, it is very hard to predict whether the game can be ‘safely’ designed.
    • A rapidly changing market – referring only to the ever increasing age and the ever decreasing ‘status’ of the ‘typical’ gamer (when I was a kid, consoles were something the rich kids on the block had, now games are significantly less expensive and the age of gamers is increasing).

    These three factors – and probably many others – are all contributors to the high risk factor in the game industry, and in some ways make the task of figuring out how to consistently turn a profit a much harder problem for the financial stakeholders in the industry.

    What’s interesting though, is that if they can’t figure out how to do it as consistently as they do it in architecture or film, then it’s much harder for them to constrain the creators in the industry. Pollack and Gehry talk about having to carve out some tiny little wedge in which to be creative given the financial weight of a film or architecture project. Their stakeholders likely know exactly how much creative freedom can be afforded the Frank Gehry’s and Sydney Pollack’s of the world… but do the stakeholders in our industry know the same? Certainly they’re not blind, and the successful ones are successful for a reason. But it seems reasonable to me to imagine that they are only as good at figuring out how much room to leave for designers (and developers in general) to be expressive as we are at figuring out how to do what we do.

    In other words, in face of all the unknowns in this industry, maybe we developers have a lot more say about how creative we can be than we maybe think we do.

    If you in fact do have more freedom than you think… how would you know?

    And what would you do with it?

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  • In one sequence in Sydney Pollack’s The Sketches of Frank Gehry, Pollack (who frequently appears in the film himself) asks Gehry if he sees his art in other things, or is inspired by art he sees around him.

    At first Gehry doesn’t seem to know what he means, and then Pollack explains that sometimes he’ll hear a song and in his mind began imagining sequences of camera movements that are inspired by the flow of the music.

    Gehry proceeds to produce a print out of Hieronymus Bosch’s Christ Crowned With Thorns, and explains that he found the principal lines of the composition to be extremely engaging. Rummaging through the papers on his desk, he produces a plan diagram for what he calls ‘the Israel Project’ (by which I can only assume he means the Museum of Tolerance project, to be built in Jerusalem). He quickly traces the major compositional lines of the Bosch work, and then traces the major compositional lines of the plan of the Israel Project, which have a very similar aesthetic (the irony of that either escapes them, or their discussion of it ends up on Pollack’s cutting room floor).

    The compositions are obviously different. For those who remember the Lode Runner level that was designed after the Broderbund Logo, you’ll understand why this is a good thing; simply lifting a composition from one design medium and transplanting it into another never works. But the point is that both Pollack and Gehry claimed to have often found inspiration in other works of art.

    That got me thinking. In my last year of art school I was taking creative writing classes as electives, and often found myself writing fiction that was heavily influenced by the research I was doing in visual art and art history. Later, when I went on to study in Creative Writing I kept up my interest in the visual arts, and my stories often reference or allude to works of art that have inspired or moved me.

    But that mostly ended when I became a designer. As a designer, I no longer find much inspiration in drawings or paintings, sculptures or songs, stories or films. It’s true that I am often inspired by stories or films – but in those cases I am inspired toward what my game’s story is about, not what its systems are about. While I would argue that the design and narrative of a game are not two separate things, the fact remains that I am not usually inspired by a story to design a system (though there is one important exception to that).

    Instead, as a designer, I most frequently find my inspiration in systems, not in things. I am not inspired by a story about a tree or a painting of a tree, or even – really – by a tree as an object. But I am inspired by a tree as a manifestation of a system. When I think about what a tree is, I can begin to imagine all sorts of systems ‘inside’ it.

    For example – maybe each species of tree has a ratio of surface area to mass that is a constant for that species. Clearly the leaves of trees seek to maximize surface area exposed to sun, while at the same time a tree is constantly trading off surface area to thicken and lengthen its trunk. Certainly there would be climatic and geographic variation based on access to sunlight and ground water or rain water but with those things being equal (or with those things accounted for in the constant even) I would bet that individual variation from that constant would be small.

    More importantly, it doesn’t even need to be true for the idea of that system to inspire me – I can use creative license and imagine a system that stems from such a constant exists and imagine all sorts of interesting systems to design based on that idea. And even more important than that is the fact that I find these systems beautiful. A tree is just a tree. It’s as useful as an oxygen producer as it is for decoration or for firewood or construction. I don’t care about a tree. I don’t find a tree beautiful. That’s what I mean when I say I don’t find a tree as an object to be inspiring. But I do find ‘treeness’ – the underlying systems that define and distinguish trees to be inspiring, amazing, beautiful things. Even better in some sense is that I can use treeness without having to cut down a single tree. The same can’t be said for a totem pole, no matter how beautiful a work of art it might be.

    Anyway I’m no botanist, and maybe the existence of such a constant is well understood or maybe it’s a load of hogwash – if any botanists in the know wander through here, feel free to chime in.

    In the end, I guess I just found it really interesting that so many artists find inspiration in other art, and that I recognize that in the past I did as well. Maybe it’s something unique to game design. Maybe it is harder for us to be inspired by other works of art because no other form of art is so heavily tied to systems and so dependant upon the notion of using systems expressively. There aren’t really any other works of art out there that do that for us to draw inspiration from. I guess I would argue that architecture might come closest, and that walking through a well architected structure is in fact participation in a system. Maybe I’ll have to head to Bilbao and take a walk through Gehry’s Guggenheim and see if it inspires me.

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  • For those who know Montreal, you probably know the Cinema du Parc. It was one of Montreal’s most important repertory cinemas, and it screened everything from obscure documentaries to classic films to modern award winners. Admission was cheap, popcorn wasn’t served in torso-sized sacks and you could actually get an 8-ounce soft drink.

    The Cinema du Parc is now closed – or at very least in some kind of limbo. From now on every time I go see a movie I will have to risk having my teeth shattered by infrasonic vibration blasting at me from 7.1 different directions at 110 decibels. Hurray.

    Anyway, I managed to get down there on closing night to catch one final flick before they shut the doors. I saw The Sketches of Frank Gehry, a documentary about the life and work of the architect made by director Sydney Pollack. I thought it was a pretty solid film in its own right, though far from the best doc I’ve ever seen. It did, however, offer a starting number of tantalizing little ideas that got me thinking about different things.

    In particular, the things it got me thinking about are these:

    • How artists are often inspired by other art, and how they often see their art all around them.
    • How artists working in a highly commercial field deal with that reality.
    • How artists are often driven to make a lasting mark and to be remembered.
    • How what we end up doing in life often seems so coincidental and in some cases, lucky.
    • How computers have impacted the work of such a diverse range of artists (and how they have enabled some forms of art to exist at all)
    • The difference between media-based art and artifact-based art and how the singular nature of a work of architecture often (tragically) separates the creator from his work.

    Because my last post about GRAW seemed to have hit the limits of what TypePad can handle before it starts stripping out carriage returns and turning my posts into something unreadable, I’m going to put together individual posts to get down my thoughts on each of these things. Of course, that will mean everyone is going to see them all in reverse order, but so be it.

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