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['Game Mag Weaseling' is a
weekly column by Kevin Gifford which documents the history of video game magazines, from
their birth in the early '80s to the current day.]
The Out-of-Print Archive alerted me that they've
got an issue of '90s UK magazine Mega Drive Advanced Gaming available for download. That, in 'n
of itself, isn't really news. I have an external hard drive full of PDFs of old game and computer
mags, after all -- nearly all of which, I suppose, are a bit questionable in terms of legal
status. The real news here is that the Out-of-Print Archive has received full permission from the
publisher, Hugh Gollner, to distribute the mag online.
Gollner was the head of Gollner Publishing, which began with an Atari ST fanzine and eventually
expanded to game titles ST Action and Amiga Action, both of which served their computers pretty
amicably. Future's Amiga Power is the mag
that UK computer gamers remember the most fondly these days, but Amiga Action actually outlasted
it on the stands, continuing until December of 1996 -- a fair bit after there was no real action
on the Amiga to speak of.
As Gollner recalls in the interview
he did for the site, Amiga Action wasn't necessarily better written than the competition, but it
did have Amiga Power beat in one important field:
"We just worked out that if you stuck more and more coverdisks on, then sales went up. I
think we had at least three disks on at one point! ... I really respected Future Publishing and
especially Chris Anderson, Greg Ingham and Steve Jarratt. Future revolutionized computing
magazines -- they made them 'sexy' as Chris used to say. In the early days I got an offer from
Chris to come and work for him -- I wished I'd taken him up on it, but at the time we had debts
running Gollner Publishing and his offer was not very generous."
Gollner eventually sold his outfit to UK publishing giant Europress, where he worked on Games-X,
a weekly game mag that launched in the spring of 1991 and lasted just over a year before folding
under tremendous losses. After Games-X fizzled out, Gollner left Europress and founded another
publisher, Maverick Magazines, which did Mega Drive Advanced Gaming, SNES mag Super Control, and
the Edge-like PC Player -- one of the first masthead appearances from current GamePro EIC John
Davison.
Until now, I didn't really know the name "Maverick" except from the rather poor job the publisher
did on The One in its waning
months. But Mega Drive Advanced Gaming, despite the stilted name, is a pretty decent piece of
work -- at least as good as Future's MEGA in terms of content, although there
were so many 16-bit console mags in the UK that it was often tough for any individual title to
stand out of the crowd. It's certainly worth a download and peer-through for 16-bit fans, in my
opinion.
Gollner has given the Out-of-Print Archive permission to release all of the mags his publishing
outfits released, which is extremely generous of him -- I definitely look forward to seeing more
of his publishing work. It'd be nice if more publishers gave out permission like this, but
considering there's pretty much no money to be made off doing so, I doubt that the Futures and
EMAPs of the world are going to agree anytime soon. Ah, well, back to my grey-area external
drive...
[Kevin Gifford breeds ferrets and runs Magweasel, a really cool weblog about games and
Japan and "the industry" and things. In his spare time he does writing and translation for lots
and lots of publishers and game companies.]
With this year's Game Developers Conference in San Francisco
complete, organizers have been collecting the event's substantial volume of visual documentation.
This volume chronicles the Game Developers Conference's expansive expo floor as well as the
star-studded Game Developers Choice Awards ceremony, featuring big winner Naughty Dog
(Uncharted 2), host Warren Spector, special award recipients Gabe Newell, John Carmack,
and Penny Arcade, and more.
These photographs highlight moments and personalities from this year's Game Developers Choice
Awards ceremony, drawn from the considerable official GDC photo archive.
Ceremony host Warren Spector (Deus Ex, Epic Mickey) sets a serious tone for the
evening's proceedings.
"Now we have won all the awards," the Naughty Dog team could have said with relative accuracy,
after picking up wins for Game of the Year, Best Writing, Best Technology, Best Visual Arts, and
Best Audio.
Penny Arcade guys Mike Krahulik (l), Jerry Holkins (c), and Robert Khoo (r) are extremely
satisfied with their Ambassador Award.
Runic Games' Travis Baldree (l) and Max Schaefer are pretty pleased with themselves for earning
Torchlight the Best Debut Game award, because they've totally made video games before.
id Software's John Carmack (Doom, Rage) is an extraordinarily smart man.
"Valve's Gabe Newell (Half-Life, Portal) is one swell guy," said Chris Hecker
(Spore, SpyParty) while introducing the Valve co-founder.
...and then Gabe Newell successfully trolled the entire Game Developers Conference. (The above
blue screen of death was the second of three that he
showed, and is part GlaDOS-ed.)
Game Developers Conference 2010 Show Floor
These pictures capture moments from the show floor as well as the surrounding conference areas.
Crytek (Far Cry, Crysis) employees explain their Germanic graphical wizardry to
prospective employees -- but wait, is that a dangerous warning in the background?
Phew! Fortunately, it's the booth operated by High Voltage Software (The Conduit, The
Grinder), and not a deadly electrical hazard on the GDC expo floor.
"What's that?!" exclaims a surprised GDC attendee leaving the exhibit hall. Nobody answers.
Just like the old proverb says, "Everybody wants to work for Blizzard Entertainment."
Being at a real live conference is no excuse not to spend hours tethered to your computer. (As
press, we should know.)
"I'm awesome," Akira Yamaoka correctly thinks to himself as he descends into the bowels of GDC.
But how even more awesome would it be if he were riding up an escalator backwards?
In keeping with tradition, the lonely bicycle man circles the GDC expo floor as the exhibitors
take down their booths, signaling the end of another year's conference.
[More pictures of the Game Developers Conference as a whole, taken by Vincent Diamante, are
available on the Official GDC Flickr
stream. Sarcastic post-GDC captions by Chris Remo.]
[Every week, IndieGames.com: The
Weblog co-editor Tim W. will be summing up some of the top free-to-download and commercial
indie games from the last seven days on his sister 'state of indie' weblog.]
This week on 'Best Of Indie Games', we take a look at some of the top independent PC
Flash/downloadable titles released over this last week.
The goodies in this edition include a 2D platformer with a clever copy and paste gimmick, a 2D
action game where you attack enemies by commiting suicide, a one-button effort about the
adventures of a fish with a human-like face, and an action RPG where the characters are depicted
as circular dots.
Here's the highlights from the last seven days:
Game Pick:
'Jump, Copy, Paste' (Arvi Teikari, freeware)
"Jump, Copy, Paste is a 2D platformer in which you overcome obstacles by copy and
pasting parts of a level to build new platforms or create a passage through a wall. Parts which
are greyed out cannot be affected by your copy and paste ability, so players need to work around
those areas as they collect all yellow pieces to unlock the exit door."
Game Pick:
'Siromaru' (Abaruzu, commercial indie - demo available)
"Shiromaru is a 2D action game in which you attack enemies by commiting suicide and
causing a chain of explosions. The longer the chain reaction, the more extra life items appear
for you to collect."
Game Pick:
'Tiny and Big' (Black Pants Studio, commercial indie - demo available)
"Tiny and Big tells the story of a thief who had stolen our hero's most valued
possession - a pair of underpants. The game basically is about him trying to chase after Mr. Big
who had escaped to the top of a tall mountain. Armed with a raygun and a grappling hook, you must
cut pillars and solid rock to build yourself platforms to stand or jump on."
Game Pick:
'Fish Face' (Beau Blyth, freeware)
"Fish Face is a one-button arcade game with three levels to play, each taking roughly
five to ten minutes to complete. Here you play as a fish that uses its buoyancy to move in and
out of the water, avoiding walls or enemies that will hurt our aquatic friend on impact."
Game Pick:
'Dragondot' (Nathan McCoy, browser)
"Dragondot is an action RPG in which you play as a dragon that can only claw at its
adversaries at first, but will gain new and improved abilities whenever it gains enough
experience to level up."
If you don't already have plans to attend PAX East in Boston next weekend, consider a drive to
Brookfield, WI instead for the Midwest Gaming Classic, a two-day "all-encompassing electronic
gaming trade show" running from March 27-28.
Of course, the event will have hundreds of arcade and pinball machines to play and show off, but
it also features lots of other entertaining attractions like the Classic Gaming and Computing
Museum with its five display/play rooms devoted to vintage consoles, modern consoles, "underdog"
consoles, family games, and versus games.
The show has a number of notable speakers booked to deliver presentations: Robotron and
Defender co-creator Eugene Jarvis, High Voltage Software's Keith Hladik, console modder
Benjamin Heckendorn (who will be bringing his Bill Paxton Pinball machine), Sword of Fargoal creator Jeff McCord, and many others.
There will be several film screenings (Tilt: The Battle to Save
Pinball, Pinball Passion, and Pinball 101), tournaments (e.g. Super Mario Wii, Space
Invaders), and other events (e.g. The benheck.com Experience) at the Midwest Gaming Classic,
too.
In our latest
employment-specific round-up, we highlight some of the notable jobs posted in big sister site
Gamasutra's industry-leading game jobs
section this week, including positions from SCEA Santa Monica, WB Games and more.
Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's
daily and weekly newsletters, reaching our readers directly.
It will also be cross-posted for free across its network of submarket sites, which includes
content sites focused on online worlds, cellphone games, 'serious games', independent games and
more.
Some of the notable jobs posted this week include:
Gameloft: 3D Graphics
Programmer
"As a member of our engineering team you will be part of the full development cycle of 3D video
games for iPhone from start to finish, primarily focusing on 3D graphics. Duties could include:
Analyze existing 3D functions in the engine and adapt them so they are compatible with current
conventions; Support 3D functions and systems conceived for the production; Work with Game
Developers, as well as Design teams to determine the different constraints of the game and put
all the elements together."
Guerrilla Games: Senior Game
Designer
"Guerrilla Games is looking to add a battle-hardened Senior Game Designer to its ranks for an
upcoming project. If you're recruited, you will play a pivotal role in formulating the game
design and guarding the game's vision. You will also act as a mentor, problem solver and source
of bravery and inspiration for your fellow troops."
Rockstar North: Graphics
Programmer
"Rockstar North, one of the world's leading video game developers, is a community of creative
individuals from a variety of backgrounds. We are based in Scotland out of modern, spacious,
purpose-built studios at the heart of Edinburgh. We develop original game titles and are proud to
be the developer of the phenomenally successful Grand Theft Auto series. Rockstar North has been
part of the Rockstar family since 1999."
Sony Computer Entertainment America Santa Monica: Senior Combat
Designer
"Join the God of War team! Be a part of the most exciting and innovating computer entertainment
in North America. Sony Computer Entertainment America (SCEA) markets the PlayStationÂ@
family of products and develops, publishes, markets, and distributes software for the PS
oneâ„¢ console, the PlayStationÂ@2 and PlayStationÂ@3 computer
entertainment systems and the PlayStation Portable (PSPâ„¢)."
WB Games: Art
Development Director
"The Art Development Director develops art content staffing plans and monitors resource load and
schedule for the external outsource teams as well as the insourced teams. In addition, he or she
monitors content creation tasks in collaboration with production staff and art leads handling
communication and feedback between the external partners and the internal game teams."
To browse hundreds of similar jobs, and for more information on searching, responding to, or
posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.
Cartoon Network Latin America ran this cute Aqua Teen Hunger Force promo years ago, but I hadn't
seen the commercial until today! The 8-bit spot throws the Adult Swim cartoon's goateed star
Frylock into Data East's classic (but terrifying)
arcade game BurgerTime. Things seem to be going well for Peter Pepper, right until he
runs into pepper-immune Frylock.
[‘Design Diversions’ is a biweekly GameSetWatch-exclusive column
by Andrew Vanden Bossche. It looks at the unexpected moments when games take us behind the
scenes, and the details of how game design engages us. This time -- how emotional design can make
us think about not thinking about violence.]
Senseless violence in videogames is fun, but more importantly, it can also be intellectually
stimulating and thought provoking. While designers and critics alike cry out for more depth in
games, pathos is not the only path to artistic merit. For a medium that's constantly patronized,
misunderstood, and derided even by its supporters, sometimes satire and irony is the best way to
get a point across.
This is the philosophy of Grand Theft Auto: Vice City, as
the most unapologetic of that series so lambasted by those who were the target of the
game’s satire. The ultraviolent and candy colored Vice City is an excessively pink world in
which violence is comical and cartoonish. Violence in this game is already highly desensitized.
Pedestrians die, but after their bodies despawn the world will be back to normal as if nothing
happened, maintaining the status quo like a TV serial.
It's the worst possible environment for a serious engagement with issues of violence, but it's a
great environment to engage with how we depict violence. Most games take the opposite position of
Haunting Ground, and are designed to soften, justify, or excuse violent actions so that players
feel like heroes instead of murderers.
It's the same treatment summer blockbusters get. But unlike most of these media, Vice City goes a
step further. This is a game that mercilessly skewers the groups most opposed to its existence,
freely leaps into self parody, and satirizes the cultural attitudes towards violence that
ultimately gave it form. By the end of Vice City it's clear that everyone from the mob to the
talking heads on the radio are guilty of the same violence as the protagonist. No one in Vice
City is innocent, and neither is anyone in the world.
How to Take the Sense Out of Violence
While technology makes blood and gore more realistic, game designers continue to construct this
violence to minimize its impact. In the goriest of games (like Mortal Kombat) violence is there
to thrill or disgust, not to inspire existential terror. Designers (and gamers) get excited over
realism, but we want it for specific reasons. Despite how much we clamor for realism in graphics
and physics, emotional realism actually gets in the way of enjoying games like Grand Theft Auto.
For this reason GTA4 has actually been criticized for being too realistic. GTA4 succeeded in its
attempt to be more serious and taken more seriously, but it resulted in a different game
experience--one that many fans hadn't been looking for and subsequently found in the much less
serious Saints Row 2.
GTA4’s Nico feels more like a person than the caricature that is Vice City’s Tommy
Vercetti, and for that reason it can be hard for players to engage senseless violence. Even the
normal missions feel a little odd considering the sheer number of people you kill, creating a
scenario in which the gameplay and story don’t quite mesh.
Abstracting Emotion
Trauma Center is an interesting example of a game that uses abstraction to eliminate
squeamishness. This is a game inspired heavily by medical dramas with surgery-based gameplay.
Medical dramas have a wide appeal; exposed organs do not. Surgeons and other medical
professionals have to get used to blood and guts, but most people are pretty squeamish about
that. Even the bloody fantasy violence of the average videogame can be less intense than the
exposed entrails of a living human. Because of this, the designers went to great lengths to
create a representation of the human body that wouldn't be grotesque.
Naoya Maeda, the lead 3D and event designer said on the Trauma Team web site that he came up with
this abstract approach while thinking of how a surgeon would see the entrails. What's interesting
about this approach is that the more realistic option may be less "true." In the game, the player
is a doctor and revulsion is not part of the experience. In the same way, Tommy Vercetti attitude
towards human life is pretty obvious from the way pedestrians are depicted.
A World of Mannequins
In violent videogames, it’s common to dehumanize the enemy so that players can feel
justified in killing them. Zombies, robots, and aliens all serve their roles. With human
opponents, it’s common to make them as evil as possible, which may be why WWII is the
favorite FPS genre and Nazis the favorite foe. Ultimately though, the greatest tool for removing
humanity is simply to leave them undeveloped.
The civilians in GTA don’t mourn, cry, or express themselves. Because they don't exhibit
sympathetic actions, it's hard to empathize with them. They exist only to run screaming like
Godzilla was stomping through the city. Vice City is inhabited by crash test dummies that respawn
endlessly no matter how many times they die. It’s similar to watching Bugs Bunny gets
blasted point blank with a shotgun: the next second, he's up and chomping carrots.
No matter how many times the player dies in GTA, or however many generic citizens he wastes,
everything in the world will be respawning and back to normal in minutes. In this way, actions
that would normally appear reprehensible loose all their emotional impact. If GTA was an accurate
murder simulator, depicting the horror of real-world violence and murder with unflinching
accuracy, the nightly news stories would have been about kids getting PTSD.
Sensitive Violence
If there is a flaw in this form of violence in videogames, it’s that it isn’t violent
enough. It’s emotionally casual, designed specifically to not challenge the player’s
feelings of empathy or guilt. Although it takes a lot of design work to make sure the player
won’t feel sorry for the extras, seeing how many pixilated crash-test dummies you can run
over isn’t emotionally challenging for the player.
Haunting Ground has a near-opposite outcome, but the design is obviously quite intentional.
Compare GTA to the visceral Manhunt, and you can see that Rockstar is quite capable of creating
an experience uniquely tailored to inspiring certain emotions. That’s a game that really
does make the player feel like a murderer.
So Vice City is engineered for players to be as violent as possible without thinking about it.
This is where a lot of game stop, having accomplished their purpose, and just let the player have
fun. But Vice City fills the game with relentless satire, and this cleverness works in part
because it's so violent. The result is a game about thinking about not thinking about violence.
Whose America?
The talk radio blabbering about videogame violence is underscored by the incredible violence
perpetuated by the player. With Tommy Vercetti chaining rows of exploding cars and fighting
everything from SWAT to the US Army, the irony of legislating against bleeding pixels isn’t
lost on the player.
The jingoistic ads run by the game's gun stores unsubtly implicate that GTA is not the cause of
America's attitudes towards violence, but a product of it. The entrepreneurial rise of the main
character reflects a certain pulling-yourself-up-by-your-bootstraps-attitude that, along with
this construction of violence, satirically constructs Tommy Vercetti as an ideal American.
Vice City is violent videogame about America’s attitude towards violence. Vice City came
out after GTA 3, and it was born while the immediate reaction to that game was fresh in the minds
of its audience and opponents. As the in game talk show parody unfolds, extremists from all sides
fight over which vision of America to cram down the rest of the country’s throat while the
player is laughing at them and having a grand old time.
While the guests on talk radio worry about fictional violence, their world is being blown up by
the player on a regular basis. After mowing down the city in a tank, players may wonder why they
aren't the ones being discussed on the news. Shouldn't they be thinking about real violence?
Shouldn't the player? It's fun to live the American Dream as Tommy Vercetti, but is this bitter
satire worth bringing to reality?
Even though Vice City goes to great lengths to create emotionally uninvolved violence, it wants
the player to be conscious of how different this is from real world violence. At the time, the
charge levied against the playerbase and the industry was that videogames confused the two. With
the pitch perfect satire of radio pundits and activists, Vice City invites the player to think
about whether the game is more damaging to society than the people trying to ban it. Rockstar has
a clear agenda, of course, and stacks the deck in their favor. Even so, that’s a lot to
think about for a game that’s not supposed to be about thinking at all.
Pathos certainly has its place in videogames, and it's certainly something we need more of. A GTA
like game that forced players to confront the realities of murder would be an interesting idea.
It couldn't work as a satire, and it wouldn't really be fun, but that’s just fine as
it’s another way to engage the player. One of the great things about survival horror games
like Haunting Ground is that they've proven that games don't necessarily need to be fun to be
compelling.
But let's not underestimate Vice City just because it makes us laugh.
[Andrew Vanden Bossche is a freelance writer and student. He has a blog called Mammon Machine, which is updated less often than this
message, and can be reached at AndrewVandenB@gmail.com]
2K games was so pleased with its last downloadable set of
BioShock 2 paper models the company commissioned Brooklyn artist Bryan Green to create
another paper foldable, this time for the Rumbler, the game's new rocket-propelled
grenade/turret-equipped Big Daddy.
Green created this DIY toy for the BioShock 2 soundtrack's release. Though it's a
digital album, he made sure to design the foldable template to fit inside of a CD jewel case, in
case you decide to burn a copy of the album. You can download the Rumbler PDF template and buy the
soundtrack from 2K Games's site.
After showing off the project earlier this month with a promising trailer (above), Dylan "Steaky"
Loney has released The Great Class Dash, his new Team
Fortress 2 mod that turns the online first-person shooter into a Canabalt-styled
single-player 2.5D sidescrolling platformer.
This first public release has players automatically running through four different stages:
Canada, Egypt, Volcano, and Swamp. To make it through each level, players need to cycle through
different classes while running, as each of the nine classes has a unique ability that allows
players to pass through different obstacles.
The Scout, for example, can double jump over large gaps. The Heavy breaks through walls, the
Sniper ("a notorious hunter") scares away animals in your path, the Pyro's suit protects him from
steam and clouds of mostquitoes, the Spy can sneak past enemy sentry guns, and so on.
It's
astounding to think that more than 15 years has passed since Sega's ill-fated and over-priced 32x
add-on crashed into our lives, but Japanese music label Wave Master wants to remind us of this
recent anniversary with a tribute release: the Super 32X 15th Anniversary Album.
The three-disc album will include a total of 128 tracks from popular 32X releases in Japan:
Space Harrier, Stellar Assault, Virtua Racing Deluxe, Parasquad (Zaxxon's Motherbase 2000),
Metal Head, and Virtua Fighter, with all the songs recorded directly from the game
hardware and nearly every track looped twice.
Wave Master will release the Super 32X 15th Anniversary Album in Japan for ¥3,625
($40) on March 31st with this boastful text on the cover: "Its state-of-the-art 32-bit game
technology combines high-speed, arcade-quality, 3D graphics and over 32,000 colors for a 32-bit
experience." You can see
the full tracklist here.
[In a
GameSetWatch-exclusive set of blog posts covering the week of GDC
2010, Magical Wasteland blogger and Game
Developer magazine columnist Matthew Burns concludes his journey through the San Francisco-based
show. Previously: Part 1, Part 2, Part 3, Part 4, Part 5 and
Part
6.]
For me, the 2010 Game Developers Conference was a little like standing in the center of a
three-way collision between art, technology and business– three trains
barreling into each other with the full weight of their cross-cultural inertia behind them, the
impact releasing tremendous energy and particles of a new, unknown type.
The trend-spotters registered, of course, the noise around social media (most of it seemed little
more than just that: noise) and the still-echoing boom of free-to-play with real money
transactions.
Three-dimensional displays requiring glasses continued to confound me as to their worth, even
though a man in a business suit I randomly encountered at the Intel booth told me he thought in
no uncertain terms it was the future. Strange “virtual reality” peripherals,
exhibited at shows like this year after year and to no subsequent momentum, persisted in their
search for relevance.
Many of sessions had to do with going or being independent in a world dominated by increasingly
monolithic publishers. There was also tangible worry about layoffs, accompanied by an
unsubstantiated hope that casual games or serious games might magically pick up the slack in
available openings. Cell phones were an accepted, legitimate platform that nobody thought once to
deride. Game developers are still mostly white males.
I must remind myself, however, that the eighteen-thousand strong attendance was only a fraction
of the total developer community. For everyone who was there, many more stayed at home for
monetary reasons, or because were stuck at work, unable to come because all hands were needed on
deck for an upcoming milestone.
Some companies are willing to accept only a limited number of “slots,” ensuring that
only the most important or most desirous were able to get one. I’d even heard tales of
studios discouraging their employees from going at all because they were afraid networking at the
show could lead to their finding better jobs elsewhere.
Back home in a familiar bed, recovering from the flu I picked up, I have trouble falling sleep
even though I’m exhausted. There’s simply too much for me to be spun up about from
the last six days. I drift in between wakefulness and dreams of a type I’ve never had
before, feverishly plotting my next steps towards the realization of ideas both new and old. Like
a student in a martial arts class, I’m beaten up, but oddly invigorated by it.
“Video games.” Someone started saying the phrase to punctuate the end of
conversations: conversations about Bayonetta’s addiction to lollipops, forum-organized
Activision “boycotts,” or Sonic the Hedgehog fans. Video games. The usage spreads,
because what else can you say about this wide-ranging, incomparable, baffling land, with its
sublime peaks and dispiriting trenches, its rich veins and its unexplored territory?
For every promising, flag-waving triumph of there are ten facepalm moments, but we stick with it
regardless. We know that despite every disappointment, that there is something special to be
found here.
Even Senator Yee in his amicus brief wrote that “the interactive nature of video games is
vastly different than passively listening to music, watching a movie, or reading a book.”
In this case the video game advocates and their would-be censors agree: games are a medium apart,
something uniquely powerful (and perhaps, due to that very power, dangerous).
The natural instinct is to try to take its reins, and steer it like a beast in the direction we
want it to go: to wrestle it into a career, or into money, or into the approval of others. We
want to take what we see in video games and make it about us; or try to sum it all up in a few
easy words or split it into overly simplistic categories. Agendas are advanced, ulterior motives
lurk, and everyone holds in his or her mind some kind of ideal state.
But the whole of the thing– this gigantic ball of ideas and expectations and
initiative called the game industry– is much too big, too disparate and too
absurd to understand in any rational way, except as a inexorable force of nature. So to believe
one could somehow control it is nothing more than fantasy.
[Special thanks to Simon Carless and Darius Kazemi for making this series possible.]
[In this opinion piece, Game Developer EIC Brandon Sheffield takes Electronic Arts
and Visceral to task for their competition asking fans to "design a kill" for Dead Space, calling
it "incredibly regressive for our industry."]
Here we are in an era of video games coming under intense scrutiny for their violence, and for
any hint of sexuality. This is an era in which the Australian and German governments are
rejecting the sale of certain games by the handful, Venezuela has banned all
“violent” video games with sweeping terms, and psychologists study the effects of
violent games on behavior around the clock.
It’s in this climate that EA has chosen to launch its Design a Kill for Dead Space
2 contest, which to me runs second only to Acclaim’s attempt to buy ad space on
tombstones in terms of irresponsibility.
Here’s the text from the press release, describing the contest:
"Have you ever played a video game and thought ‘wouldn’t it be cool
if...’ Well, Visceral Games announced that fans of the critically-acclaimed Dead Space
franchise can make their “what if” dreams a reality. This is their chance to
design a kill and get it in the game. Players can submit ideas via text, video or still
images.
Since the contest began last week, there are over 1,000 entries already, so the cooler the
kill, the better chance it has of winning a place in the upcoming Dead Space 2 video
game. To prove to the Visceral development team that they have the right stuff, players have to
demonstrate Isaac Clarke defeating or dismembering various Necromorphs including the Slasher,
Lurker, or Leaper using their own signature kill.
The grand prize winner will not only have an opportunity to have their dismemberment move
recreated in the game but they’ll also win the opportunity to have their likeness modeled
onto a non-player character in the game."
Where To Draw The Line?
I don’t believe we should shy away from violence in games – violence is
a part of life, and can make for very interesting scenarios in games. And it’s no secret
that a large majority of fun video games are based on conflict, much of which is combative. But I
also believe that asking fans to think as hard as they can about an innovative way to
kill someone is a very regressive thing for our industry.
Just think for a second about what EA is actually asking people to do. Yes, this is what many of
us do every day – there are those of us who design combat and combat scenarios
for a living. But asking fans to do it is just too much.
First, it’s acknowledging that games can inspire fans to think of ways to kill. Second,
through promotion, the contest is saying this is a good thing to do, or that it would be
fun, posing ‘wouldn’t it be cool if...’
Third, it’s implied that this is a proper way to enter the industry (that’s part of
the implication, that this design will be your foot in the door). That really hammers home the
misconception that all we do is think of ways for things to kill each other.
Fourth, it asks for documented evidence of this fan violence. EA must certainly have plenty at
this point, with over 1,000 submissions, which anyone will be able to view once the competition
is over at the official Facebook
page.
Fuel For The Fire
Many in the mainstream media, parent-advocate groups, and in the public opinion at large consider
the game-playing population to be mostly children. And for better or for worse, it’s likely
that a number of children have in fact played the M-rated Dead Space. This kind of
contest is amazing fodder for the groups that want to limit and restrict games, and it’s
hard to believe EA or Visceral would not be aware of this.
If they are not aware of the regressive nature of this competition, as the video on the official
page seems to suggest, that is incredibly unconscious, and certainly indicative of the immaturity
of our industry. This seems like the sort of thing you should really think through. Perhaps
we’re all so desensitized to violence in this industry that they did not think about it in
this light.
If the intention is to get the contest to stir up controversy, well I suppose they may achieve
their goal. If the mainstream media does get wind of the competition, and they get hold of even
one video of a kid doing a “brutal kill” on his brother, the shitstorm begins. I do
not think the results of this storm will be positive for anyone.
Little To Smile About
One of the images that accompanies the press release (above) shows a sample entry from an actual
fan, in which all the descriptions of actions are accompanied by smiley faces, such as "knee in
the head ^^." This description comes after the one that says "grabs the head and shoot in the
neck."
You could argue that since the creatures you kill are not human, this is not so bad. I would
disagree. They are humanoid enough, and asking fans to figure out a way to kill anything
is enough to cause a horrified gut reaction in any parent or politician that may see it. A
company as large as EA cannot simply make the “games are just fun” excuse. I do not
believe this is an overreaction. I believe the reaction from those outside the game industry
would be magnitudes above what I write here.
You could argue I’m bringing more attention to this contest by mentioning it here, and
you’d be right. I think we have to take these things to task when we see them, and I can
only hope that if an intrepid journalist is researching this “brutal kill” phenomenon
they might see this article and pause before decrying the entire industry as actively breeding
violence in its players.
Know that the assumptions and drives of one marketing campaign do not reflect the majority. There
are those among us who recognize that this is regressive, and I would caution any game company
against taking this sort of action in the future.
Australian iPhone developer and accessory manufacturer 22Moo posted an updated render of its
GameBone, its accessory designed to attach to an iPhone/iPod Touch and add console-style controls
with a physical directional pad and real buttons (the new photo now shows only four face buttons,
leaving out the two shoulder buttons visible in the previous
render).
The GameBone's new design also features a 2000mAh battery for additional power, an LED to show
charging state and capcity, start/select buttons, built-in stereo speakers, a 3.5mm headphone
jack, and an omni-directional microphone. The accessory now attaches to the handset instead of
using a Bluetooth wireless controller setup.
The controller won't automatically work with every game, as developers will need to incorporate
GameBone into their titles first, but developer Manomio has already pledged support for the pad.
Manomio's releases include
Flashback for iPhone, the Commodore 64 emulator app, and an upcoming Amiga emulator app.
22Moo plans to release the GameBone in the fourth quarter of 2010. The company plans to make the
GameBone software development kit available for free to all iPhone SDK developers who want work
with an alternative to cumbersome virtual joysticks in April 2010.
Organizers of this May's GDC Canada event in Vancouver, BC have confirmed the first social
game and iPhone lectures for the event, with speakers from Zynga (Farmville), iPhone
experts IUGO, and Diner Dash creator Nick Fortugno discussing major emerging markets.
Registration is now open for the event at the Vancouver Convention Centre, which talkes place on
May 6th and 7th -- with early,
reduced-price passes only available until the end of March.
This year, new tracks will focus on more hot games industry topics including digital
distribution, social games, and iPhone games.
Some of the initially announced highlights for these vital tracks, many of which are bringing
major creators to speak to the Canadian market for the first time, are as follows:
- In 'Building Social
Games: Games at the Speed of Light', Zynga VP and Farmville GM Bill Mooney discusses
how "The social gaming market is exploding - viral propagation across the world, low barriers to
entry which create agile competitors, and a rapidly changing and imperfectly understood
marketplace." In this key lecture, Mooney "walks through key learnings from his time making
[major] Zynga franchises Mafia Wars and FarmVille."
- A lectures called 'A Tale of 14 Apps:
IUGO's App Store Journey' sees Sarah Thomson, business development director of the Toy
Bot Diaries and Zombie Attack! iPhone game creator discuss "what is working on the
App Store and what isn’t, what factors, internal and external, contribute to an app’s
success or failure."
- Presenting a lecture called 'The Art of
Conversion: How to Manage Players through Your Game Service', Playmatics co-founder Nick
Fortugno (lead designer of casual smash Diner Dash) and Media Shifters' Andrew Mayer
will discuss new digital models of monetizing game players, including "converting platform users
into game players, converting players into viral advocates, and, most importantly, converting
your user base into paying customers."
The event will also once again host tracks about game design, business and production,
programming, and visual arts. GDC Canada, presented by Reboot Communications and this website's
parent the UBM Techweb Game Network, will also host evening networking events, as well as an expo
hall.
More information on the 2010 GDC Canada event, including pricing specifics, lectures announced to
date and registration deadlines, are available on the
official GDC Canada website.
If you're sick of
waiting for Super Meat Boy to release on your platform of choice (WiiWare/XBLA/PC) so
you can spend all day hanging out with its chunky characters, Team Meat has come up with a
solution to cure your loneliness and simultaneously decorate your home's bare walls.
The developer has partnered with LTL Prints, which also sells those neat Jet Set Radio
Future decals, to offer "peel and stick" wall graphics of Super Meat Boy's
characters, including the titular hero, Bandage Girl, and Dr. Fetus.
You can even buy a graphic for Gish,
the protagonist of another Edmund McMillen 2D platformer. The stickers are available in sizes as
small as 10'' x 8'' (ideal for laptops) or as big as 66'' x 52''! You can see them all at the
Super Meat Boy aisle in LTL Prints's
site.
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