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. Arya's avatar
  4. Max Clark's avatar
  5. Kfix's avatar

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

  • So last night I did my talk on 'The Next Generation of Gamer' at the IGDA Montreal chapter meeting. It was fun and I was glad to have a little more time to polish and practice it after having done the talk previously at Game Design Expo in Vancouver.

    A lot of people asked me and emailed me regarding the slides – or even in some cases just the demographic  data I had pulled together and aggregated. Unfortunately, I'm not going to post the slides just yet. I will be giving the talk again at GDx in Savannah in mid-April so I don't want to post the slides until I have met my obligations to the conference there.

    For those interested – expect to see the slides, the text of the presentation, as well as all the data I aggregated in pure form posted on or around the 25th of April. Also – a lot of people asked me specific questions about immersion – as coming to a better understanding of immersion was one of the challenges I pointed to in the talk. For those interested in immersion and my half-formed thoughts on it – I'll point you to the slides and text of the presentation I gave at GDC last year – linked over on the left (also here).

    Finally – a shout-out to Matthew Gallant – fellow blogger and occasional commentor here (who probably would be more frequently here if I would more frequently post) – who I also often run into in the comment threads on a lot of other great blogs (linked on the bottom right). Thanks for stopping by to say hi, Matthew… sorry I got dragged away to interviews and we didn't get much of a chance to chat.

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  • So this is just a test post. Now that I have myself set up on facebook and (should be) linking all my blog posts there, and now that I have the facebook app on my iPhone, I figured I'd see if the typepad app works. Also testing with a photo just to see if it works. I basically never put images in my posts – come to think of it, I am not even sure I know how. So this is also a picture- post test. Whether it works or not I don't imagine I'll be updating my blog from my phone very often as it is not the most pleasant way to type, and without copy/paste, i'm not sure how I would set up a link – or even if it's possible. Anyway – let's see what happens. iTest

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  • Two smart posts over at Steve Gaynor's blog, Fullbright.

    The first is his thoughts on 'storymaking'. I think it's a pretty good overview of the different levels at which the player is making his own story. I have a long comment (not approved as of this posting) that breaks down some of my own thoughts on it. If I have time, I'll write that comment up as a post here in much more detail to try and get at the heart of what I'm saying. In any case, if you're interested in the modes of player-authored story, get over there.

    The second is a solid overview of FPS encounter design – in particular as relates to FEAR and FEAR 2. I have not played either of those games, but he generalizes his thoughts on FPS encounter design and offers some clearly stated rules of thumb that I think any FPS level designer should be familiar with. I don't mean to be condescending when I say that the post title is approporiate – it is the 'basics' of FPS encounter design and I don't think experienced designers will learn much, but it's short and clear and concise – so a useful reference even for the old pros, because so many people have now written books hundreds of pages long that can barely get to the points Steve makes in 4 paragraphs.

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  • /corporate hat on

    Fast Company just named Ubisoft as one of the Top 50 Most Innovative Companies (with a shout out to the Anvil engine and to the PoP team on the click-thru). I'm fucking proud of it, so despite that fact that some of you will call me a corporate shill, I'm going to blog about it anyway.

    Yves Guillemot has always said that innovation and creativity were important pillars for us, and I must admit I have had the good fortune to be able to benefit from this stance in my creative life. Trying to innovate is something I've always pushed hard for in everything I've done. I know a lot of other people have too. We've invested a lot in innovation over the years and consequently have had to learn to embrace the risks that come with that (and we've also taken our share of the bumps that accompany them) so it feels good to finally get a shout-out for it.

    It's especially encouraging given the current economic situation to have a nod like this even as Yves reasserts the importance of creativity and innovation instead of backpedalling to a 'safer' stance as (in my opinion) other more 'reactionary' CEO's might do. It means the light flickering through the smoke over the trenches is actually the sunlight of victory and not more incoming tracer-fire.

    Even though such a list is a little arbitrary, it's also cool to see who they've ranked us ahead of and who they've ranked us behind.

    So bye-bye Lego and watch out Microsoft and Wal-Mart.

    /corporate hat off

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  • This is pretty sweet.

    Tracking down the creators reveals they are David and Ian Purchase – the Purchase Brothers – who seem to be a Toronto-based directing duo. They appear to be represented by Sons and Daughters agency in Toronto.

    You can see their page on the Sons and Daughters site here, where their other commercials are viewable – or at least will be until traffic nukes the site… I expect this thing is going to get a lot of attention.

    I wonder if they're auditioning for a medic for Episode 2?

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  • Okay, so once again I am absent for a month. Once again I have been prepping presentations and globetrotting and talking about stuff. Last week I was in Vancouver giving the keynote at VFS's Game Design Expo. The talk is about the changing demographics of gamers and game developers. I'm not going to host the slides just yet because I will be giving the talk a few more times in the next few weeks and will likely be making some tweaks to it as I go.

    I'll be doing the same talk at the local IGDA Chapter meeting on February 25th, and then I'll be doing it again down at the Savannah College of Art and Design in Georgia at GDx. Never been to Georgia – so I'm looking forward to that.

    Anyway – the slides for that talk (and the massive pile of data I aggregated for it) will go up on the blog after I get back from Savannah.

    Aside from that I'm prepping my GDC talk about what I will call 'improvisational play'- which will be a 'sequel' to my 2006 talk about Intentionality. I'm also doing the Game Design Workshop again this year, and I'm going to be giving a Pecha Kucha style microtalk in a crazy session put together by Richard Lemarchand.

    On top of all of that I am also, of course, working on a game.

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  • UPDATED –

    Frank: ask and ye shall receive

    So – even though I am way too busy back at work to be spending my time doing it, I didn't want to leave it unfinished. I just completed my first X360 user map for Far Cry 2.

    It is called FC2dev Crossroads and it is now published and available for download for anyone who might be playing FC2 online. It is a large map, supporting 12-16 players and all game types – DM, TDM Capture the Diamond and Uprising. I was only able to playtest it with groups of a few friends at a time. But thanks goes out to Magnum PY, gregvw, XL Burrito, and Final1Option for finding some last minute bugs for me to fix before publishing.

    On the whole, I found make an 'urban environment' very tiring. It take much, MUCH longer to populate buildings and structures with furniture and destructible obejcts etc, than it does to make huge fields of terrain that look beautiful. I think if Imake another map with will be a small one. Either that or it will be a much more terrain and landscape focused level with more vehicles. Crossroads is all close quarters street fighting with no vehicles.

    Anyway, if you get a chance to play it online, feel free to comment and let me know what you think.

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  • So with the insanity of production in the past, I finally had the time and energy to start replacing all my obsolete hardware. For those who haven't recieved an email from me with the pleasantly lame default signature 'Sent from my iPhone' that Apple so humbly provides with every new device sold, I can report that I have given up my 5 year old 6GB Nomad Jukebox Zen, my horrid little Nokia phone and my Palm Tungsten C (which I had stopped using a couple years ago already) and replaced the whole mess with a new iPhone 3G, cheaper and superior to all of those things combined in all ways except one.

    Having to have one *.wma copy of all my music to play through Windows Media Player and stream to my X360 and another *.aac format copy for my fucking iPhone is lame. Lame beyond belief. If Billy and Stevie would just stop fighting the world would be a much better place. Although, it looks like perhaps Steve is willing to make some compromises.

    I also ditched my starting-to-fail Sony Cybershot DSC -V1 digital camera, which had served me very well for a lot of years in a lot of exotic places. I hardly ever bother to take 5 megapixel shots on it, as 3 megapixel shots always seemed just fine to me for viewing on a monitor or streamed to my X360. Consequently I was happy to get a new Fuji Finepix F100 for Christmas. It only shoots 6 megapixels instead of the now absurd standard of 10+ (something like 4x the resolution supported on a 1080p HDTV… wtf?). It also gives up some of the 'pro-sumer' features of the DSC-V1, but in exchange it is much smaller and lighter, and has a 6x optical zoom. The comparative bulk and the 4x optical zoom of the DSC-V1 (and the standard of most good hybrid cameras) were the drawbacks, and I am much, much happier to have a 6x zoom instead of 4 million more pixels I will never use.

    To cap it all off, though, the real wonder purchase is what I am working on as I write this. After 4+ years of use, I am sad to report that my Dell Inspiron 700m is on its last legs. I have been watching for a good quality small (<13 inch) laptop to replace my Inspiron for over a year, but with that family of small laptops all but retired, I was getting a bit concerned. Finally, Dell has released the XPS M1330, which is not only about 10x more powerful than my 700m, it is also lighter, and well… just plain better. Sure it is about an inch wider and a half in deeper, but the form factor is nicer, the screen is bigger and its significantly lighter. Plus – though I haven't installed it yet – I am pretty sure I can run Far Cry 2 on this thing in mid-to-high configuration. The XPS machines we had in development were real beasts, but I've seen them get smaller and faster and better for a good couple years and am more than happy to be working on one now.

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  • Daniel Golding, over at Subject Navigator, brilliantly torpedoes my last post below the waterline by linking the 29 Blogs switched-on gamers should read. (and as a bonus, there aren't 29, but 39) In most cases he links not only the blog, but one or more of the most important posts of the past year from the blog.

    If you're new to this, and want to catch up on the state of game criticism – or if you just had your head in the sand for the last twelve -to- eighteen months like I did, then get over there and get reading.

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  • So for those who don't know, I've been on vacation. In fact, I have just gotten home from being on vacation from my vacation. Even better, that nested vacation followed hard upon a vacation nested in my honeymoon nested in my vacation. So it has been a long time chilling out for me.

    Prior to that – which I assume you do know – I was shipping my game (hence the necessity for multiple nested vacations) and prior to that, I was merely working on my game. At some point during the 'working on my game' era, I more or less faded out of the blogging community.

    Boy have things changed in the last eighteen months.

    The prequel to this post came about after I found Tom Francis' cool blog and chatted a bit over there as he was finishing out FC2 and all his regulars were (politely) damning me for my misestimation of the frequency with which one would encounter armed guard posts in a failed Africa state.

    Anyway – two years or so ago, I was lamenting the relative lack of game criticism (as opposed to reviews), and apparently at some stage during the long quiet that emanated from Click Nothing, my lament was answered. Not only do we have Tom Francis, but my sporadic last days and weeks of looking around at the game blogging community have kicked up a good number of really awesome blogs.

    A surprising number of these bloggers are wicked smart and have been buzzing around like busy little bees making me look like some sort of Salinger-esque recluse at best, or washed-up slacker at worst. I'm hgappy to say that (despite what you will find on the forums – which are exploding with haterz) a good number of them seem pleased with – or at least very intrigued by Far Cry 2… many having written actual criticism of the game.

    Tom Chick, Ben Abraham, Chris Remo, Stephen Totilo and Mitch Krpata (among others) have given the game some high praise – in some cases listing it as or among their games of the year, with Ben citing the immersive qualities of the game as critical to his enjoyment, while roBurky challenges the game's application of immersion. Meanwhile – on the 'less related to me, but more important from a critical thought perspective' front, Steve's thoughts on Immersion are more engaging and more general, riffing off of Jon Blow's fantastic keynote at the MIGS 08 conference and picking up where my own thoughts on Immersion – as examined by The Brainy Gamer - were left weakly dangling. Thanks for picking up the slack guys. Hmm… that sounds condescending. How about 'thanks for bringing the rope, the sand pit, and two tug-of-war teams to a limp little noodle of nothing-but-slack I might have dropped in the playground somewhere'.

    And speaking of slack… Iroquois Pliskin gives me none for my obtuse phrasing of 'ludonarrative dissonance'. He's right. But judging by the number of hits that crazy post still draws, the term itself seemed to somehow become a rallying cry – popping up wherever smart people were talking about game criticism, or the lack thereof (again, nothing to do with me – on August 18th game-story duality was the furthest thing from my mind… I was on a plane to Leipzig I think).

    I said in my lament just over two years ago:

    "We are this close to having an explosion in the field of game critical analysis. When Bogost doesn't have to spend half his time lamenting, and I don't have to spend five times as many words reiterating – when there does exist a small but noticable and steady stream of this kind of media analysis, all these wasted words will disappear and be replaced with more criticism and analysis. Bogost and myself and dozens of others will shift from complaining about not having the analysis to actually providing it. It's a tipping point. Once we reach it the slow linear growth of this kind of material that we see now will shift into a period of exponential growth, and we'll have arrived."

    So I think we have arrived… even as Gamasutra lists 'not arriving' as their #2 biggest disappointment of the year. Maybe that's my contribution to this year in the game blogging world that I feel like I missed. Maybe – for what it's worth - stumbling back out into the wild with last year's map still in my hands is the perspective that I get to bring back in exchange for the perspective that you've all provided.

    Let me say it again – things changed a lot in the last eighteen months. And it's great.

    (Oh, and that part about being willing to pay a thousand dollars to overhear critical discussion of my game because I'd make it back tenfold… well, on double-checking my math, I take that back…)

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