And he continues... (I love this kind of scribble-as-you-think stuff). Dave has been around for years and years, and made MDK, which was major and got everyone's knickers in a twist as it stands for Murder Death Kill. Heh.
OnLive.
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And he continues... (I love this kind of scribble-as-you-think stuff). Dave has been around for years and years, and made MDK, which was major and got everyone's knickers in a twist as it stands for Murder Death Kill. Heh.
OnLive.
Posted by Alice at 13:24 | Permalink | Comments (6) | TrackBack (0)
This was a bit of an odd one. Here we had Will Wright, Lorne Lanning, Peter Molyneux... plus Ed Fries (Microsoft) and Bing Gordon (EA), together on a panel for a mere hour on an amazing topic, how games can be used for personal and social change.
The panel was led by Rusel deMaria who unfortunately committed some moderator sins: he told long stories, didn't formulate neat questions, and plugged his own book at inopportune moments ... there was a lot of frustrated grumbling from the huge crowd in the room. We got more or less the below (please caveat, they're just skeletal notes. Much more was said, which I couldn't capture, and much will be lost in translation).
Rusel: games are very powerful. We need to be aware of what we're doing. My first question: this is yes or no question - do you think that game developers have an ethical responsibility towards players?
Will: yes.
Bing: yes.
Lorne: yes.
Ed: Well I'll go with "it depends".
Audience: YES!!
One person: NO!
Panel: I want to play your game.
[laughter]
Ed: build a game based on the Me Lai massacre in Vietnam
Lorne: we've built that game 100 times haven't we?
Ed: that would make a better movie than a game, someone said to me. But I didn't
want to hear that because our medium is some much more powerful, because we're
complicit in the action.
Will: I beat the hell out of my critter in b&w and I
really felt guilty. This was an emotion unique to games.
Bing: how about cuddling in a Sims game and your wife comes
over and says, what are you doing.
Lorne: I think a lot of us are so full of shit. Most action
gaming is really sociopathic. What we do we do, we love blowing shit away,
that's sociopathic. But at the same time, I’m really into homeopathy. So I’m
focusing on sociohomeopathic games, haha!. When we first created the Abe games, there
was infighting as to whether or not we could let gamers fail. Let’s break some
paradigms and not have a happy ending, I said. But when people got to the end of the
game and that they’d doomed the character they'd played throughout, we got tons
of messages about how bad players felt. It was profound. We’d get hand-written
letters from mothers, and every time my 8 year old kills the muddakens, the 5
year old unplugs the Playstation from the wall. We felt righteous about that.
Will: most fps... 90% of the game should be about the rest of your life in prison
[Laughter]
Rusel: gang members who get shot, often say, I didn’t know
it would hurt so much. A game could show that there's a consequence to getting
shot? People are looking for realism in fps, but let's look beyond the
graphics? Maybe the guy you just shot is writhing and screaming?
Peter: are you suggesting we put an electronic buzzer in the
controller that can zap you? We can show the terrible consequences of people
dying... but I’m struggling to find an example... but what can we do other than
put up a banner saying "don't do this at home" like Jackass did?
Bing: there's plenty of proof that violence in games doesn't
cause violence in the real world.
Rusel: what do you think we could do in games that would be
beneficial to people... [...] ...specific things?
Peter: some interesting things are happening at the moment. Everyone’s
connected together now. We have co-op games. We have a social bonding message. We’re
going to have more and more of those. I’m sure there are some inventions yet to
be invented about linking people around the world together. Someone from North Korea meeting someone from America
Will: yeah that feels like a really lost opportunity. Bringing
in their real life experiences into the game design feels really rich.
Ed: setting out to do social change games is like setting
out to make a game for girls. It puts the goal ahead of other goals which are
more important. Now we're adding the emotion layer to games, we can tackle
bigger issues with that.
Will: games are a renegade art form that your parents hate.
"Let's play the recycle game" is not going to work. Getting players
to play these things and learn skill sets they can apply to more positive
things...
Rusel: the last thing I'd want to do is say let's make weenie games. Challenge often means doing the dark side of things. We don't want to make pretty little pink games, but we can also make dark, dangerous rocknroll games and we can instil into that...[giant blather for entire minutes]
Will: we're going from top down to bottom up. A lot of it is
giving players tools to build socially positive games. We need to give some of
the responsibility back to the players.
Bing: creating the editing tools in Spore took more man hours than it took to create the US constitution?
[laughter]
Lorne: The notion in our country that "it has to be profitable" is ass-backwards. [Applause]
We have a medium that is giving kids experiences,
they're socially connected with them, and we talk to congressmen and they say,
why aren't you building better games, and we say, WHY AREN'T YOU PAYING FOR IT.
There are no tax breaks, nothing. Every church is tax free but if it comes
helping tech educate our kids, there's no support for it.[Applause]
Rusel: pitch your next game that you want to see happen.
Lorne: I would just say that traditionally we've had a
mindset that we build big and bring it to market. “Really big” is one of my
really big lessons: try not to be big. Start really small and use that audience
and let them help shape it.
Peter: I think we're doing really well actually. We have brain training, Sims, all sorts of games that teach positive messages. But is there some way we can mix old with young? Maybe I’m saying this cos I’m getting old. One culture and glorify their uniqueness? Untapped territory there.
Lorne: there was a serious games competition at cal, and the winner was a brilliant solution. A mobile concept, the team was from India, and they recognised that people had to get to the cities to work. So knowing how to buy a train ticket was a prohibiting factor. The game was a light, intelligent game about how to get into the city and go to work: but it would speak the native tongues, get the change, buy the ticket, all the actual realworld data that they needed. That was brilliant.
Q: I want to see a Groundhog Day game where my daughter can
preplay their lives. Then I want world of warcraft in flash via facebook.
Will: I can imagine a game called "how the world
works". I can see that where different cultures, ages, genders, can agree
on how the world works.
Q: there was a concept of adding moral nutrition to things. What
is the one feature you might add to a game like Playstation Home that would add
moral nutrition to it?
Lorne: it's a good example of a product trying to find a
market. Its intent is driven by emulation rather than innovation. This is just
my opinion. What is really driving the choices in that place? And those are
economics.
Will: add a karma simulator.
Peter: I would allow people to punish and reward other
people in Home. You have to give the people tools to be nasty so you can
comment on how nice they are.
Ed: [sod Home] Everyone has an iphone. Lets' apply game mechanics to
the real world thru the things we're carrying now.
Q: my fave mission in ghost recon was the optional mission
to avoid killing civilians. We haven’t seen a lot of that in military shooters
since then. Why not?
There was a last question about how the panel was dodging this idea that games can teach good, but at the same time can't be held responsible for provoking realworld violence, which seems to be a paradox to many. But by this point my battery was running low, and the room was breaking up...
Posted by Alice at 19:38 | Permalink | Comments (3) | TrackBack (0)
The Indie Businessmanperson was a short and sweet panel: three indie developers, Toribash, Klei and Three Rings, spilling data on their business models.
So taking some figures, if you spend $500K developing a game, and it nets 10,000 players paying $5 a month, you have $50,000 a month revenue; it'll take you 10 months to make your original stake. Course that doesn't include paying your staff for your ten months, or your other maintenance costs, and that depends on how lean your team is. Double your time for a quick estimate, so 20 months before you break even. After that, you're in profit, in theory. So many variables, though :-)
Posted by Alice at 20:57 | Permalink | Comments (0) | TrackBack (0)
I would like to know if there are any UK-based indie game developers looking to get into developing some kind of new and interesting persistent world. Probably flash-based, and for teens, rather than wee kids.
If you're noodling this sort of thing - or are already building it, or know of someone who is - let me know, either comment here or by emailing the link up top right...?
Posted by Alice at 20:21 | Permalink | Comments (2) | TrackBack (0)
Fortuitous timing that today is Ada Lovelace day, that I pledged to post about a woman in technology I admire, and that Jane delivered a presentation yesterday to the Game Developers Conference that completely knocked my socks off.
Posted by Alice at 16:52 | Permalink | Comments (3) | TrackBack (0)
This educational / serious games panel describes exactly why it's hard to do Serious games: you're not just trying to please a publisher - or just an end player - but also a whole host of very Interested Parties who somehow have a stake in what you're doing.
The moderator introduced the panel by suggesting that anyone interested in making serious games should ask themselves three key questions before starting anything, and to repeat asking these questions throughout any project:
The above slide describes all the people required to the project in order to answer those three simple questions. Just question three usually means "a whole host of post-project data analysis".
So true.
Posted by Alice at 22:52 | Permalink | Comments (2) | TrackBack (0)
Courtesy of Ian Bogost's "where are the election games" panel, a nod to Cooking Mama: Mama Kills Animals.
What a beautifully produced critical response!
If Mama knew what happened to animals on factory farms, she very well might want Majesco Entertainment to make a new Cooking Mama game that is much more animal-friendly. And while we're excited that Mama is more vegetarian-friendly in Cooking Mama: World Kitchen, we'd love to see a game with all vegetarian recipes.
Please give Mama a voice—write to Majesco and politely ask that it create a game with all vegetarian recipes, Cooking Mama: Vegetarian Kitchen!
I would absolutely buy that.
Posted by Alice at 21:31 | Permalink | Comments (7) | TrackBack (0)
Raph Koster did a 15m intro to the day's Summit, and here are a few notes and quotes.
One sentence takeaway:
Access-everywhere worlds available to people with simple systems on small screens and via social networks is where you'll hit your Really Big Audiences.
Raph:
Virtual worlds turned 30 last year: the first one was in 1978, was called MUD 1, and it was in Essex, England.
Over half of American adults are gamers. [and presumably all kids]
Just a few amazing things that sci-fi writers predicted decades ago that are coming true:
And yet the road is not coming to an end, but (again) just beginning:
Posted by Alice at 20:12 | Permalink | Comments (1) | TrackBack (0)
One of my all-time favourite things is bash.org, despite the one or two eyewateringly offensive (in a bad way) posts there, there's also a whole ton of fun from the lore days of IRC (and it started on #quakenet). And now here's WoW Bash, although these days you upload a screenshot rather than a text dump. The mostly puerile but often lol-funny humour's still there though.
Here's "Achievements .. in bed".
Rickrolling a gamemaster in chat is also pretty impressive.
(Thanks Sylvie!)
Posted by Alice at 19:36 | Permalink | Comments (0) | TrackBack (0)
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