Domain: igda.org
Stories and comments across the archive that link to igda.org.
Stories · 54
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IGDA Split Over "Crunch Time" Development
LingNoi writes "Arguments between members of the International Game Developers Association (IGDA) have been red hot over recent controversy because of a 'Studio Heads on the Hotseat' panel video (skip to 21:00). The fighting started when IGDA board members (that also happen to be studio executives) which were taking part in the discussions made clear their favor for 'crunch time,' a method of doing overtime on a game to make very tight deadlines. It has been seen as hypocritical that an organization whose goal is to create a better quality of life for developers is led by studio executives who are happy to overwork employees. The IGDA released a response which didn't take sides on the issue." -
IGDA Split Over "Crunch Time" Development
LingNoi writes "Arguments between members of the International Game Developers Association (IGDA) have been red hot over recent controversy because of a 'Studio Heads on the Hotseat' panel video (skip to 21:00). The fighting started when IGDA board members (that also happen to be studio executives) which were taking part in the discussions made clear their favor for 'crunch time,' a method of doing overtime on a game to make very tight deadlines. It has been seen as hypocritical that an organization whose goal is to create a better quality of life for developers is led by studio executives who are happy to overwork employees. The IGDA released a response which didn't take sides on the issue." -
Professional Techniques for Video Game Writing
Aeonite writes "Professional Techniques for Video Game Writing is the followup to Game Writing: Narrative Skills for Videogames, and the second book written by members of the Game Writers' Special Interest Group of the 14,000 member strong IGDA. The book covers much of the same terrain as its predecessor, but offers a tighter focus on some specific points, covering more technical (as in technique) details rather than broader narrative theory; if the first book was a Google Map, this one would be the Street View." Keep reading for the rest of Michael's review. Professional Techniques for Video Game Writing author Wendy Despain (Editor) pages 250 publisher A.K. Peters Ltd rating 10 reviewer Michael Fiegel ISBN 978-1-56881-416-2 summary A detailed look at professional video game writing techniques. Three authors from the first book — Richard Dansky, Rhianna Pratchett, and Andrew Walsh — also pen chapters here; they are joined by a dozen others, including three authors who helped edit the first book: Sande Chen, Wendy Despain, and Beth Dillon. In the interest of full disclosure, my own name appears beside a few quotes in this book; I am a member of the IGDA Writer's SIG, but I had no involvement in the writing or editing of the book itself.
When I reviewed Game Writing last year, my only reservations were that the book could have used some more specific examples from relevant games, and that it could have included a chapter on breaking into the field of game writing. It's nice to see that both of those issues have been addressed in this book. In fact, the latter issue is dealt with right where it should be — in chapter 1, "How to Break In and Stay In." Author Beth Dillon covers the importance of education, experience and a solid portfolio, but spends more time on the all-important notion of networking. Much of the chapter is also devoted to "how I did it" stories, which offer prospective writers a fairly good idea of the many ways in which one can get involved writing for games.
The next several chapters cover specific types of game writing documents and formats. Collectively they are in my opinion among the best in the book, even though they really can only touch the surface of the vast amount of documentation — internal and external — that goes along with the making of a game. As one might expect, the first of these — Chapter 2 — covers the broad issue of format in a discussion of "Interactive Script Formatting." Here, Author (and editor) Wendy Despain discusses the lack of a single script format, the standard screenplay format, the realities of using Microsoft Excel, branching narratives and the Neverwinter Nights Aurora Toolset. In the next chapter, Erin Hoffman offers a brief, concise discussion of the need for brief, concise pitch documents and executive summaries, two of the key documents found in the early stages of game design.
Chapter 4, by John Feil, then focuses on the types of Game Documentation that appear once game development has actually begun; he covers everything from versioning, wikis and source control, to the evolution of documents from pitch to treatment to game design document, as well as supplementary documents such as technical design docs and scripts. Feil also pens chapter 5, "Manuals, In-Game Text, and Credits", which has a fairly self-explanatory title. Worth noting in this chapter is the acceptance of some unpleasant realities of the industry, including the last-minute rush to get manuals done, the difficulties in working with various groups, and the fact that no one reads the manual anyway. Also mentioned is the issue of credits in the game industry — one of the primary reasons for manuals, and a constant thorn in the side of just about everyone who's ever made a game. The IGDA is working hard on a standard, and the book mentions their efforts, which can be followed on the IGDA website.
Several later chapters also cover specific types of documentation in some detail. Chapter 12, by Andrew Walsh, covers Tutorials, including issues of narrative models and the fact that tutorials are often added late in the development cycle. Chapter 13, by Alice Henderson, focuses on Strategy Guides, covering issues such as dealing with bugs, acquiring screenshots and maps, and dealing with drafts and deadlines.
In-between and elsewhere, the book also covers: the emerging industry of narrative design; the pros and cons of remote contracting versus working in a game studio; writing in a team; breaking writing up into "bite-sized chunks" to get the work done; writing for new intellectual property (versus existing IP); writing for different types of audiences; and working with voice actors in the recording studio. Some of these chapters drift a bit closer to ground already covered in the SIG's first book, but each does offer a degree of additional detail that readers will find helpful. Especially noteworthy is Richard Dansky's chapter on Script Doctoring, which offers a plethora of information and tips on how to do it well, along with plenty of exercises on how to practice your skills.
Dansky's piece is followed by Evan Skolnick's "Game Writing and Narrative in the Future," which looks at the direction the industry is going, and explores why writers are necessary, and how a theoretical game story system for future games might work (with a sideways glance at ELIZA and the Turing Test). After this final chapter, the book contains four appendices full of script samples, pitch documents, excerpts and other writing documents from games such as Bratz: Forever Diamondz, Pests, Food Finder and Call of Juarez. As is always the case when such gaming documents are presented, the lists of barks ("Great!" "Sweet" "Awesome!") are at once ridiculous and helpful to see in print, demonstrating quite a lot about the nature of game writing in their seeming redundancy.
Closing out the book is a list of author bios (there are 15, contributing to 16 chapters), including the likes of the aforementioned Richard Dansky (Ghost Recon, Splinter Cell), Chris Klug (Stargate Worlds, Earth & Beyond), Rhianna Pratchett (Heavenly Sword, Overlord), Anne Toole (The Witcher, Stargate Worlds) and Andrew Walsh (Harry Potter and the Order of the Phoenix). Notable is the fact that 7 out of the 15 authors are women; in a male-dominated industry, it would seem that in the realm of writing, at least, things are a bit more balanced.
In addition to being filled with useful information and tips, most of the chapters also feature one or more exercises at the end, providing readers (who are presumably also writers) with ways to test their skills in a practical manner using the techniques and theories discussed in each chapter. In some cases the Exercises are a bit lackluster and seem tacked on, but many are quite comprehensive and detailed; Dansky offers five such exercises which resemble nothing so much as a final exam from a college course on Script Doctoring. Alas, it seems doubtful that Professor Richard will be available to grade everyone 's work.
Professional Techniques is definitely a book by writers, for writers; even moreso than its predecessor. Insightful discussion of game writing issues is matched with many excellent examples and helpful exercises, and the whole piece is only very slightly marred by some odd chapter arrangement in the middle of the book. This arrangement places Chapter 5's coverage of Manuals and In-Game Help and Chapter 12's discussion of Tutorials further apart than seems logical, especially considering the wide range of topics covered in-between. However, this is truly nit-picking, and overall the book deserves top marks. Stylistically and informatively, it's at least on par with its elder cousin, and will serve as an excellent addition to the library of any game writer — current, or prospective. I highly recommend it.
You can purchase Professional Techniques for Video Game Writing from amazon.com. Slashdot welcomes readers' book reviews — to see your own review here, read the book review guidelines, then visit the submission page." -
2006 Casual Games White Paper
Dubane writes "The 2006 Casual Games White Paper (pdf) has just been released by the IGDA Casual Games SIG. The 116-page report was contributed to by nearly 40 professionals in the casual gaming space, spanning all aspects of the industry, including developers, publishers, portals, tool providers and more. Notable updates from last year are the Business Models section with up to date information on how casual game companies are making money today, and the Publishing section which contains results from a publishing survey of over 50 players in space. These results provide information how companies earn their revenue, what genres of games perform the best, and typical royalty rates seen for the various players in the space (among other things). This year's paper is also available on the IGDA wiki where it can be continuously updated by the community." -
2006 Casual Games White Paper
Dubane writes "The 2006 Casual Games White Paper (pdf) has just been released by the IGDA Casual Games SIG. The 116-page report was contributed to by nearly 40 professionals in the casual gaming space, spanning all aspects of the industry, including developers, publishers, portals, tool providers and more. Notable updates from last year are the Business Models section with up to date information on how casual game companies are making money today, and the Publishing section which contains results from a publishing survey of over 50 players in space. These results provide information how companies earn their revenue, what genres of games perform the best, and typical royalty rates seen for the various players in the space (among other things). This year's paper is also available on the IGDA wiki where it can be continuously updated by the community." -
2006 Casual Games White Paper
Dubane writes "The 2006 Casual Games White Paper (pdf) has just been released by the IGDA Casual Games SIG. The 116-page report was contributed to by nearly 40 professionals in the casual gaming space, spanning all aspects of the industry, including developers, publishers, portals, tool providers and more. Notable updates from last year are the Business Models section with up to date information on how casual game companies are making money today, and the Publishing section which contains results from a publishing survey of over 50 players in space. These results provide information how companies earn their revenue, what genres of games perform the best, and typical royalty rates seen for the various players in the space (among other things). This year's paper is also available on the IGDA wiki where it can be continuously updated by the community." -
2006 Casual Games White Paper
Dubane writes "The 2006 Casual Games White Paper (pdf) has just been released by the IGDA Casual Games SIG. The 116-page report was contributed to by nearly 40 professionals in the casual gaming space, spanning all aspects of the industry, including developers, publishers, portals, tool providers and more. Notable updates from last year are the Business Models section with up to date information on how casual game companies are making money today, and the Publishing section which contains results from a publishing survey of over 50 players in space. These results provide information how companies earn their revenue, what genres of games perform the best, and typical royalty rates seen for the various players in the space (among other things). This year's paper is also available on the IGDA wiki where it can be continuously updated by the community." -
Inequity and Diversity in the Game Dev Sector
Thumpah writes "J, the Damned Vulpine, has just posted a report on the inequality panel from the latest meeting of the Austin Game Developers group. The panel consisted of Sheri Graner Ray of Sony Online Entertainment's Austin studio, Ellen Hobbs of Amaze, Chris Smith of Lois Earl Entertainment, Denise Fulton of Midway Austin, Matt Crump of Amaze, Suzanne Freyjadis-Chuberka of the Women's Game Conference, and Susan O'Conner (a freelance game author) to moderate the panel. He ties the discussion in with the recent IDGA Game Developer Demographics Report." -
Inequity and Diversity in the Game Dev Sector
Thumpah writes "J, the Damned Vulpine, has just posted a report on the inequality panel from the latest meeting of the Austin Game Developers group. The panel consisted of Sheri Graner Ray of Sony Online Entertainment's Austin studio, Ellen Hobbs of Amaze, Chris Smith of Lois Earl Entertainment, Denise Fulton of Midway Austin, Matt Crump of Amaze, Suzanne Freyjadis-Chuberka of the Women's Game Conference, and Susan O'Conner (a freelance game author) to moderate the panel. He ties the discussion in with the recent IDGA Game Developer Demographics Report." -
IGDA Casual Games SIG, Whitepaper and Quarterly
Dubane writes "After launching just over a week ago, the IGDA's Casual Games SIG has just released both the 2005 Casual Games White Paper (2MB, 125 page pdf), as well as the inaugural issue of the Casual Games Quarterly. The White Paper is the work of over 30 volunteers in the casual games space, and the list of contributors reads almost like a who's who of the industry including; AOL, TryMedia, Skunk Studios, Large Animal, Pogo, Shockwave, Garage Games and many others. One of the most interesting sections for developers may be the Games to Market section which asks the same questions of 18 different publishers and gets answers about a variety of topics including Commission Breakdown (50-65% rev share from Garage Games) and even who/how to contact each company. The Quarterly focuses entirely on technology and consists primarily of Oberon, iWin, PlayFirst, HipSoft, Reflexive and Skunk Studios answering questions about their development platform and technology." -
IGDA Casual Games SIG, Whitepaper and Quarterly
Dubane writes "After launching just over a week ago, the IGDA's Casual Games SIG has just released both the 2005 Casual Games White Paper (2MB, 125 page pdf), as well as the inaugural issue of the Casual Games Quarterly. The White Paper is the work of over 30 volunteers in the casual games space, and the list of contributors reads almost like a who's who of the industry including; AOL, TryMedia, Skunk Studios, Large Animal, Pogo, Shockwave, Garage Games and many others. One of the most interesting sections for developers may be the Games to Market section which asks the same questions of 18 different publishers and gets answers about a variety of topics including Commission Breakdown (50-65% rev share from Garage Games) and even who/how to contact each company. The Quarterly focuses entirely on technology and consists primarily of Oberon, iWin, PlayFirst, HipSoft, Reflexive and Skunk Studios answering questions about their development platform and technology." -
IGDA Casual Games SIG, Whitepaper and Quarterly
Dubane writes "After launching just over a week ago, the IGDA's Casual Games SIG has just released both the 2005 Casual Games White Paper (2MB, 125 page pdf), as well as the inaugural issue of the Casual Games Quarterly. The White Paper is the work of over 30 volunteers in the casual games space, and the list of contributors reads almost like a who's who of the industry including; AOL, TryMedia, Skunk Studios, Large Animal, Pogo, Shockwave, Garage Games and many others. One of the most interesting sections for developers may be the Games to Market section which asks the same questions of 18 different publishers and gets answers about a variety of topics including Commission Breakdown (50-65% rev share from Garage Games) and even who/how to contact each company. The Quarterly focuses entirely on technology and consists primarily of Oberon, iWin, PlayFirst, HipSoft, Reflexive and Skunk Studios answering questions about their development platform and technology." -
IGDA Casual Games SIG, Whitepaper and Quarterly
Dubane writes "After launching just over a week ago, the IGDA's Casual Games SIG has just released both the 2005 Casual Games White Paper (2MB, 125 page pdf), as well as the inaugural issue of the Casual Games Quarterly. The White Paper is the work of over 30 volunteers in the casual games space, and the list of contributors reads almost like a who's who of the industry including; AOL, TryMedia, Skunk Studios, Large Animal, Pogo, Shockwave, Garage Games and many others. One of the most interesting sections for developers may be the Games to Market section which asks the same questions of 18 different publishers and gets answers about a variety of topics including Commission Breakdown (50-65% rev share from Garage Games) and even who/how to contact each company. The Quarterly focuses entirely on technology and consists primarily of Oberon, iWin, PlayFirst, HipSoft, Reflexive and Skunk Studios answering questions about their development platform and technology." -
IGDA Casual Games SIG, Whitepaper and Quarterly
Dubane writes "After launching just over a week ago, the IGDA's Casual Games SIG has just released both the 2005 Casual Games White Paper (2MB, 125 page pdf), as well as the inaugural issue of the Casual Games Quarterly. The White Paper is the work of over 30 volunteers in the casual games space, and the list of contributors reads almost like a who's who of the industry including; AOL, TryMedia, Skunk Studios, Large Animal, Pogo, Shockwave, Garage Games and many others. One of the most interesting sections for developers may be the Games to Market section which asks the same questions of 18 different publishers and gets answers about a variety of topics including Commission Breakdown (50-65% rev share from Garage Games) and even who/how to contact each company. The Quarterly focuses entirely on technology and consists primarily of Oberon, iWin, PlayFirst, HipSoft, Reflexive and Skunk Studios answering questions about their development platform and technology." -
Why Crunch Mode Doesn't Work
so sue mee writes "There's a bottom-line reason most industries gave up crunch mode over 75 years ago: It's the single most expensive way there is to get the work done. When used long-term, Crunch Mode slows development and creates more bugs when compared with 40-hour weeks. Evan Robinson has an article at the International Game Developer's Association site talking about the harsh realities of crunch time, and why the gaming industry should stop using it." From the article: "It is intuitively obvious that a worker who produces one widget per hour during an eight-hour day can produce somewhere between eight and 16 widgets during a 16-hour day. As we've seen, that's the essential logic behind Crunch Mode's otherwise inexplicable popularity. But worker productivity is largely dependent upon recent history." -
Towards a Methodology of Mobile Game Design
bulldog232 writes "This year's Game Developers Conference missed the ball with Mobile GDC. Mobile gaming has been around for years with the likes of the Game Boy and other mobile consoles. There is huge opportunity in games for cell phones but there are other parts to mobile entertainment. TheFeature takes a look at the new Mobile Game Development Special Interest Group (MGD-SIG) created within the International Game Developers Association. As the MGD-SIG is the first independent (i.e. not affiliated with a publisher, handset maker, research firm or carrier) information exchange with real backing, it will push innovation in mobile games by offering details on new technologies, genres unique to mobile, and techniques for bypassing the carriers' walled gardens." -
3D Games Patent Threatens Industry?
Castar writes "Recently Advanced Video Graphics (AVG) sued several game publishers for infringing on their patent on "Method and Apparatus for Spherical Panning". Since this affects almost every 3D video game, the International Game Developers Association sent out a call for prior art in their monthly newsletter. An industry lawyer has also done an overview of the issue here. I would think lots of CAD software produced before 1983 would invalidate the patent." -
3D Games Patent Threatens Industry?
Castar writes "Recently Advanced Video Graphics (AVG) sued several game publishers for infringing on their patent on "Method and Apparatus for Spherical Panning". Since this affects almost every 3D video game, the International Game Developers Association sent out a call for prior art in their monthly newsletter. An industry lawyer has also done an overview of the issue here. I would think lots of CAD software produced before 1983 would invalidate the patent." -
Eugene Jarvis to Receive Lifetime Achievement Award
Eugene Jarvis, creator of games such as Defender, NARC, and Smash T.V., is set to receive a Lifetime Achievement Award at the upcoming Game Developer's Conference in March. From the article: "The IGDA's award for Lifetime Achievement is considered the game industry's most prestigious award. Recipients are selected by the Choice Awards Advisory Board, comprised of a diverse set of developers from across the globe. Past recipients of this award include: Mark Cerny, Gunpei Yokoi (posthumas), Yuji Naka and Will Wright." Mr. Jarvis' achievements have been discussed previously on Slashdot Games. -
Game Developer's Choice Nominees Announced
The International Game Developers Association has announced the nominees for the 2005 Developer's Choice Awards. The list includes some pleasantly surprising decisions, such as the inclusion of the quirky Katamari Damacy in the running for Best Game of the Year. -
Death to the Fanboy Press
Kotaku has yet more commentary on the gaming press, where Brian Crecente complains about the childish nature of gaming magazine coverage. This commentary is based on an IGDA commentary piece by Matthew Sakey about the sad state of adult-oriented gaming press. From the article: "What about the magazine did I like the least? Maybe it was the jet lag, but I answered truthfully: 'Sometimes I think your magazine acts too childish. I could do without the stuffed animals and Godzilla jokes and Nerf gun battle pictorials. I'd rather see more in-depth coverage of gaming trends and the ideas that games produce, and less obsession with technology. If we want games treated as a hobby that's as much for adults as children, then we should act more adult. Fun, but grown-up.' This answer pleased them not, and in retrospect it occurs to me that had I shown a bit more tact - for which I am admittedly not famous - I might have gotten the job." -
IGDA Persistent Worlds White Paper Released
Elonka writes "The Online Games SIG of the IGDA has released the latest in a series of White Papers on the online computer gaming industry. The 2004 Persistent Worlds White Paper (80-page, 457K pdf) had several contributors from across the industry, and gives general "developer to developer" advice, covering everything from a quick overview of major products, to design considerations on multiplayer gameplay and dealing with online communities, to technical considerations, to some stats about the international marketplace, including the rapidly-growing Asian market. Editors included Daniel James of Three Rings Design, makers of Yohoho! Puzzle Pirates, and Gordon Walton, VP and Executive Producer at Sony Online and presenter of the Ten Reasons You Don't Want to Make a Massively Multiplayer Game talk at the 2003 Game Developers Conference." -
IGDA Persistent Worlds White Paper Released
Elonka writes "The Online Games SIG of the IGDA has released the latest in a series of White Papers on the online computer gaming industry. The 2004 Persistent Worlds White Paper (80-page, 457K pdf) had several contributors from across the industry, and gives general "developer to developer" advice, covering everything from a quick overview of major products, to design considerations on multiplayer gameplay and dealing with online communities, to technical considerations, to some stats about the international marketplace, including the rapidly-growing Asian market. Editors included Daniel James of Three Rings Design, makers of Yohoho! Puzzle Pirates, and Gordon Walton, VP and Executive Producer at Sony Online and presenter of the Ten Reasons You Don't Want to Make a Massively Multiplayer Game talk at the 2003 Game Developers Conference." -
IGDA Persistent Worlds White Paper Released
Elonka writes "The Online Games SIG of the IGDA has released the latest in a series of White Papers on the online computer gaming industry. The 2004 Persistent Worlds White Paper (80-page, 457K pdf) had several contributors from across the industry, and gives general "developer to developer" advice, covering everything from a quick overview of major products, to design considerations on multiplayer gameplay and dealing with online communities, to technical considerations, to some stats about the international marketplace, including the rapidly-growing Asian market. Editors included Daniel James of Three Rings Design, makers of Yohoho! Puzzle Pirates, and Gordon Walton, VP and Executive Producer at Sony Online and presenter of the Ten Reasons You Don't Want to Make a Massively Multiplayer Game talk at the 2003 Game Developers Conference." -
IGDA Persistent Worlds White Paper Released
Elonka writes "The Online Games SIG of the IGDA has released the latest in a series of White Papers on the online computer gaming industry. The 2004 Persistent Worlds White Paper (80-page, 457K pdf) had several contributors from across the industry, and gives general "developer to developer" advice, covering everything from a quick overview of major products, to design considerations on multiplayer gameplay and dealing with online communities, to technical considerations, to some stats about the international marketplace, including the rapidly-growing Asian market. Editors included Daniel James of Three Rings Design, makers of Yohoho! Puzzle Pirates, and Gordon Walton, VP and Executive Producer at Sony Online and presenter of the Ten Reasons You Don't Want to Make a Massively Multiplayer Game talk at the 2003 Game Developers Conference." -
Nominations for Game Developers Choice Awards Open
Eugene Oh writes "Nominations are open for the 5th Annual Game Developers Choice Awards. Nominations will be accepted through Jan. 14, 2005. All those involved in the video game industry or the development of videogames are eligible to submit nominations at. The International Game Developers Association (IGDA) will present the awards on March 9, 2005, at the Game Developers Conference (GDC) in San Francisco. The Game Developers Choice Awards categories focus on rewarding and recognizing innovation and excellence in the art of making games - regardless of genre, platform or delivery medium. Awards will be given in the following categories:Best Game, Innovation, Audio, Character Design, Game Design, Technology, Visual Arts, Writing, New Studio, Lifetime Achievement, First Penguin, Maverick, and Community Contribution." -
Editorial: On the SpikeTV Video Game Awards
The best thing about the SpikeTV Video Game Awards show was that it was "only" two hours long. And that's really sad. Now that the business side of gaming has gained some attention, the next hurdle the gaming industry should be attempting to clear is an artistic one: games will never be seen as equals to movies or television if they and the culture that surrounds them are represented the way they were last night. The industry can do better. Read on for my reaction to last night's train wreck of an awards show. The concept of an awards show for video games probably strikes some people as counterintuitive. While movies and television are investments of a handful of hours on the viewer's part, even the shortest story-based games take ten hours or more to complete. The personal nature of the video gaming experience means that gaming is a highly subjective genre of entertainment. Even more so than for movies and television, people have very specific gaming preferences. Attempting to quantify that experience across the board may seem like a bad idea at the outset.That said, I think that an awards show is a good idea for the industry. At the very least, having an awards show with some gravitas would be a great way to put a public stamp of approval on the hard work that development houses put into their games. Games and movies can both take years to make, with certain games having development cycles longer than the lifespan of the average household pet. That kind of commitment by the artists, developers, designers, and producers should be rewarded in some way. If a game is good, I'm sure the big fat checks they get are plenty of reward. There's still something at work in an awards show, though. I bet if you asked a big name actor who's has been in a financially successful film and also won an award which he remembered more you're going to get "the awards ceremony" as an answer every time.
If an awards show in general is a good idea, I believe the debacle that SpikeTV broadcast last night was actually counter-productive for the gaming industry. As far as I could tell, the show had little to do with games, and everything to do with advertising. "Most Addictive Game Fueled by Mountain Dew"? Come on! If the Oscars had categories like "Best Comedy driven by Ford" or "Best Female in a Leading Role with makeup by Revlon" would you take them seriously? The night was a never-ending cascade of scantily clad women, rap, "extreme" stuff, rap, people who had nothing to do with games, and rap.
It's very interesting to me that, at least in my time zone, just after the awards show ended an episode of X-Play that I really wanted to see came on. Aside from the fact that the X-Play folks are (refreshingly) actual gamers, this particular episode had a piece with Morgan Webb covering the Child's Play charity auction from last week. Seeing Gabe and Tycho in tuxedos was excellent in and of itself. Above and beyond that, the disparity between the crass tenor of the awards show and the tone of the charity auction was striking. From what little I saw of the auction, it didn't seem somber at all. Jokes were cracked and everyone seemed to be having a good time. The difference is that the audience and organizers were there to celebrate games and children in a respectful manner.
And that, for me, is the biggest complaint I have about the awards last night. The show showed absolutely no respect to the games themselves. From the Video Game Ombudsman's commentary: "A selection of graphics adjectives used on the show - "slammin'," "great," "amazing," "hot visually," "so sick." That kind of shallow analysis is why games aren't art in the minds of a lot of people. Katamari Damacy is a very worthwhile game, but graphics and the "slammin-ness" of the game have nothing to do with that. Katamari is a good game because of a great (and simple) design, a development team that purposely looked for a unique style of gameplay, and a quirky and original soundtrack. I want an awards show that actually says things like that.
It could be great, too! The Oscars have a board that votes on the movies, and the Academy members are made of folks from the movie industry. I say the same style would be a useful format for games with some slight changes. The Oscars send around DVDs of all the nominee films to the Academy. Forcing a large group of people to play the number of games that would be required would be just cruel. That would mean hundreds of hours of gameplay just to be qualified to vote. It would be a much better idea to split up the field into bodies of relevant people. Have thirty or so folks involved in the RTS genre, say, from developers to producers to fan site owners review a set of five or six games and then vote accordingly. Have a Media Choice Award where game review organs like Gamespot, Game Informer, and X-Play, who have presumably played most of the field, can have their say. Have voting for the Game of the Year award be an industry-wide event, with everyone from an EA developer to a Sony Online Customer Service Rep to an IGDA member having a chance to say their piece. Voting via website is fine if you're taking a Slashdot poll -- making a representative, evaluative statement about a field of entertainment for an entire year should be slightly more involved.
I have enough problems in my day without having to explain to my family why a show honoring the entertainment I love is populated mostly by underdressed women in angel costumes. Once a year, wouldn't it be nice to put the scruffy, anti-social gamer stereotype behind us? To sit down and watch some very intelligent people in tuxedos and gowns get their due for providing us so much entertainment? Seriously, wouldn't it be great to see John Carmack present an award? Or get to listen to a Wil Wright acceptance speech? A gaming awards show taken seriously would be a sight to see. Even if that never happens, please -- enough with the Spike-style awards shows.
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Quality of Life Issues Holding Back Game Industry
zenrender writes "With all the craziness regarding EA_Spouse's blog entry, it looks like some more organized groups are starting to chime in: Open Letter from the IGDA (International Game Developers Association). See Also Quality of Life White Paper, also from the IGDA." -
Quality of Life Issues Holding Back Game Industry
zenrender writes "With all the craziness regarding EA_Spouse's blog entry, it looks like some more organized groups are starting to chime in: Open Letter from the IGDA (International Game Developers Association). See Also Quality of Life White Paper, also from the IGDA." -
Women in Gaming White Papers
Many thanks to GameJournalism.com for the heads up on two white papers put out last month by the Women in Gaming Special Interest Group. The two papers (both excellent reads) are Chicks with Joysticks: An exploration of women in Gaming, and Why are there so few Women in Games? In a related topic, TerraNova has a piece on the Women 's Game Conference and MMOGs. -
Women in Gaming White Papers
Many thanks to GameJournalism.com for the heads up on two white papers put out last month by the Women in Gaming Special Interest Group. The two papers (both excellent reads) are Chicks with Joysticks: An exploration of women in Gaming, and Why are there so few Women in Games? In a related topic, TerraNova has a piece on the Women 's Game Conference and MMOGs. -
How Violent Media And Game Censorship Interact
Socrates writes "GamerDad has an article up called 'The Media War', a feature discussing videogames in the context of violent media and the well-meaning groups who try to censor it. 'The war against violent media is not new. Learn the history of media controversy, and take a sobering look at what's in store for gamers down the road.' The piece includes quotes from Douglas Lowenstein of the ESA and IGDA spokesman Jason Della Rocca." -
Videogame Graphic Advances - Not That Important?
Thanks to the IGDA for its 'Culture Clash' column discussing the recent advances in graphics quality for games, and why increased detail isn't always a good thing. The author, referencing a previously Slashdot-covered article about "unsettlingly funereal" hi-poly face models in games, points out: "Dependence on increasingly real visuals alone to generate emotion will inevitably hit a wall: at some point game graphics will look as good as real life. Developers have an arsenal of emotioneering tools at hand; to limit themselves to just one, however prominent, would be ill-advised", before further warning: "Overfocus on hyper-realistic graphics and modeling, while not a bad idea in a general sort of way, can also impede quality of gameplay." -
IGDA Indie SIG To Aid Independent Developer
zratchet writes "The IGDA Independent Game Development Special Interest Group is just getting started - this group is for game developers interested in pursuing game development and distribution outside the standard channels as presented by the mainstream industry today. For purposes of this SIG, the definition of 'indie' is: 'Not having any formal relationship with a publisher.' The purpose of this SIG is to provide information and resources to help build the community of indie developers and support their efforts, and we're currently identifying 3 types of Indie Game Developers: Commercial (small self-publishing companies and those using small publishers - for example Sunspire Studios of Tux Racer fame) and GarageGames), Open Source, Shareware, Freeware, and Public Domain (including OSI and Creative Commons licensed games) such as those listed at Sourceforge, and 'mods', such as those hosted at PlanetQuake." -
IGDA Indie SIG To Aid Independent Developer
zratchet writes "The IGDA Independent Game Development Special Interest Group is just getting started - this group is for game developers interested in pursuing game development and distribution outside the standard channels as presented by the mainstream industry today. For purposes of this SIG, the definition of 'indie' is: 'Not having any formal relationship with a publisher.' The purpose of this SIG is to provide information and resources to help build the community of indie developers and support their efforts, and we're currently identifying 3 types of Indie Game Developers: Commercial (small self-publishing companies and those using small publishers - for example Sunspire Studios of Tux Racer fame) and GarageGames), Open Source, Shareware, Freeware, and Public Domain (including OSI and Creative Commons licensed games) such as those listed at Sourceforge, and 'mods', such as those hosted at PlanetQuake." -
Should Gamers Use Smarter Problem-Solving?
Thanks to the IGDA for its 'Culture Clash' column exploring the effect of technical and gameplay advances on videogame problem-solving. A situation regarding Deus Ex: Invisible War is discussed, where "...testers approached a T intersection: to the right were laser tripwires and gun turrets; to the left was a locked door; and directly in front was a (usable) window. He said every single one of them, without fail, went to the right." The author explains: "One can imagine how frustrated developers must occasionally get when they watch gamers consistently employ Neolithic problem solving tactics when modern development tools make much more advanced techniques available." Is this a problem that developers or gamers should work to overcome? -
Crawford Lambasts Overly Technical Approach To Games
Thanks to the IGDA for its Chris Crawford-authored 'Ivory Tower' column discussing the gap between science and the arts in videogame creation. Crawford, ever belligerent, argues: "Let's face it, the world of game design is dominated by science/engineering people; people from the arts and humanities play a secondary role... the result: a vast wasteland of cold, heartless games, technological works of genius deficient in redeeming social value." He goes on to suggest: "We need educational programs that expose students to equal amounts of technology and art. They should learn to program even as they study Michelangelo, rhetoric and recursion, algorithms and architecture." Do you think this would lead to better, more innovative, socially aware videogames? -
IGDA Quality Of Life Survey Analyzes Game Developer Crunch
Thanks to the IGDA for its survey details discussing the problems videogame developers face trying to balance work crunch and family/relationships. A survey commissioned by the IGDA revealed "34.3% of developers expect to leave the industry within 5 years, and 51.2% within 10 years", and also noted: "Crunch time is omnipresent, during which respondents work 65 to 80 hours a week (35.2%). The average crunch work week exceeds 80 hours 13% of the time. Overtime is often uncompensated (46.8%)." The IGDA's Jason Della Rocca is quoted as suggesting: "While game development is a stimulating and rewarding career, the work conditions are often taxing, making it hard to sustain a balanced lifestyle and leading many senior developers to leave the industry before they've done their best work... it is not just the community that is affected - these issues also impact the quality of games produced." Are insane hours just part and parcel of working in games, or is there another way? -
IGDA Quality Of Life Survey Analyzes Game Developer Crunch
Thanks to the IGDA for its survey details discussing the problems videogame developers face trying to balance work crunch and family/relationships. A survey commissioned by the IGDA revealed "34.3% of developers expect to leave the industry within 5 years, and 51.2% within 10 years", and also noted: "Crunch time is omnipresent, during which respondents work 65 to 80 hours a week (35.2%). The average crunch work week exceeds 80 hours 13% of the time. Overtime is often uncompensated (46.8%)." The IGDA's Jason Della Rocca is quoted as suggesting: "While game development is a stimulating and rewarding career, the work conditions are often taxing, making it hard to sustain a balanced lifestyle and leading many senior developers to leave the industry before they've done their best work... it is not just the community that is affected - these issues also impact the quality of games produced." Are insane hours just part and parcel of working in games, or is there another way? -
On Religious Violence And Videogame Violence
Thanks to the IGDA for its 'Culture Clash' column discussing the violent nature of many religious texts, and how that relates to religious criticism of game violence. The piece references The Passion Of The Christ, mentioning: "The film's portrayal of the delight these men took in administering the scourging draws an alarming parallel to some claims that video games desensitize young people to violence." It then goes on to argue: "The history of opposition to games is a long one, and religion is often used to justify that opposition, though naysayers tend to ignore the fact that religion itself is a major source of violent acts", before concluding: "Frankly, the arguments for and against violence in games, as in any entertainment media, must be assessed in context or not at all." -
Proposed CA Laws to Reclassify Violent Video Games
cybermox writes "There are two laws (AB1792 and AB1793) up for committee approval next week in the California State Assembly that seek to reclassify violent video games in a manner similar to pornography (1792) and require retailers to display Mature rated games separately from other games (1793). The IGDA trade body has a document opposing the bill in its anti-censorship advocacy page." Update: 04/09 02:22 GMT by S : Reuters is also covering support for the bill among "elected officials, religious leaders and civic activists", who "rallied across California on Thursday" - we've previously covered the introduction of this proposed legislation. -
Proposed CA Laws to Reclassify Violent Video Games
cybermox writes "There are two laws (AB1792 and AB1793) up for committee approval next week in the California State Assembly that seek to reclassify violent video games in a manner similar to pornography (1792) and require retailers to display Mature rated games separately from other games (1793). The IGDA trade body has a document opposing the bill in its anti-censorship advocacy page." Update: 04/09 02:22 GMT by S : Reuters is also covering support for the bill among "elected officials, religious leaders and civic activists", who "rallied across California on Thursday" - we've previously covered the introduction of this proposed legislation. -
On The Muse Of The Videogame
Thanks to the IGDA for its 'Ivory Tower' article discussing whether the creative training for game developers is being taught alongside the technical specifics in university and other educational programs. The article argues: "Vocationally-focused university programs and trade schools have jumped on the opportunity to supply the next set of technically trained personnel for the game industry... but who will supply the next set of visionaries and artists?" The author goes on to suggest: "In large part, education for the game industry is a predictably useful business... what we need in the game industry are technically competent developers, artists, and designers who are fundamentally versed in the rich subtleties of human experience." Can this kind of game design vision be formally taught? -
On Making Videogame Heroes, Villains Realistic
Thanks to the IGDA for its 'Culture Clash' column discussing the increasingly complex nature of heroism and villainy in videogames. The writer suggests: "The white hat/black hat dichotomy of heroes and villains (PC and NPC) in most games is no longer sufficiently believable to the player, but is still theoretically acceptable given the earlier limitations of the medium", and goes on to argue: "Audiences respond poorly to blatant noseleading, and increasingly demand escalating shades of gray." Do you enjoy stereotypical portrayals of good and evil in gaming, or do you find, as Daryl Zero needed to be told: "You realize... there aren't any 'good guys' and 'bad guys'... there are just... just a bunch of guys"? -
Affective Gaming And Ghosts In The Machine
Thanks to the IGDA for its 'Ivory Tower' column discussing the concept of 'affective gaming' - provoking more intense emotions in videogame players. The academic-authored piece reveals: "At Glasgow Caledonian University, we are currently looking specifically at those environments which are renowned for producing supernatural experiences. By modelling and adapting reputedly haunted places in Edinburgh, UK we have been able to create game environments which evoke ghostlike experience for approximately 60% of people who experience it." They also claim game creators could change content based on the gamer's mood, since "...the affective state of the player can be determined by how they use the gamepad. Not only does the pressure of button depression indicate the level of player arousal, but also the rate at which a button is pressed and eventually released indicates the emotion felt by a player." -
On The Untapped Potential Of Abstract Videogames
Thanks to the IGDA for their 'Ivory Tower' column discussing why abstract graphics and gameplay are often unfairly ignored when making today's videogames. The writer notes that: "Quite a few classic board games are fairly abstract in design, including Chess, Go, Scrabble, Checkers, and so on... it's what's at the core of the game that matters." He goes on to argue that "the figuring out of a game can be made as interesting as any puzzle the appears within the game itself", and references newer titles such as Rez and Frequency as carrying on the abstract aesthetic pioneered by games like Tempest and I, Robot. -
Videogame Regulation Is Everyone's Business
Thanks to the International Game Developers Association for their editorial discussing why game developers should collectively take a stand against negative views of gaming. The writer, IGDA program director Jason Della Rocca, suggests: "The perception that games are 'bad' for us stubbornly persists, and we have yet to find effective ways to change people's minds on this issue. Game makers may be biased toward games' 'good' qualities, but you'd be surprised how many developers simply don't care about the issue of public perception, don't have an informed opinion, or believe it is all a big waste of time - even to the extent of questioning the need to fight government regulations." He concludes with a message to game developers: "In the bigger picture, resolve to push boundaries and innovate... We need not put a stop to games with violence, but we need other avenues beyond violence as a design crutch." -
Great Game Characters Compensate For Plot?
Thanks to the IGDA for their 'Culture Clash' column discussing why interesting game characters make for better games, even if those games have a weak plot. The author gives the intriguing example of Max Payne, suggesting the game is memorable, despite the "relatively cliched" story, because "...the first time we see Max, he's giving up smoking because it's bad for his baby. The second time, he's howling his misery over the loss of his wife. He is a human being with a broken soul, and an enormously compelling and emotionally engaging character." However, games such as Morrowind present the main character as "little more than a cipher through which we experienced the game's story", and it's suggested that this is less successful: "It can be an effective way to craft a powerful narrative, but it's also one that is more likely to fail if poorly executed." -
Games Are Better Educators Than We Think
Thanks to the IGDA for their new Culture Clash column, which discusses how education can work through gaming, and suggests that "mainstream, top-shelf games - especially story-driven games" are already letting us "learn volumes from our game experiences." As an example, it's argued that "Any one of us who played through Morrowind could easily ace a quiz on Vvardenfell geography, religion, politics, flora, whatever", although there's one major snag to those wanting all their classes playable: "Corporations and schools interested in educating through games look at the price tag, project length, and lack of scalability in a Fallout or Morrowind and cringe." -
The Rhetoric Of Games Explored
Thanks to the IGDA for their 'Ivory Tower' academic-related games column discussing how games communicate information to players. The author uses Ico as an example, highlighting the "...gameplay mechanic of enabling players to save their game. Often with consoles, players access this option with the pressing of the Start/Select button... In Ico, you can only save when you find a glowing white couch... clashing with the rest of the design of game world and drawing rhetorical attention to this mechanic that enables you to save your progress." But should developers "work to create gameplay mechanics that are better incorporated within the overall game design, making them less explicitly rhetorical", as The Getaway does by getting rid of HUD information, or does there need to be an explicit and obvious way to save, regain health, check an onscreen map, and so on?