New Job update! ----- 01/08/2008



>> The Wii: Parables A-Plenty!





Hollywood & Games Or Art VS. Money?

Horror pioneer Clive Barker opened this year’s recent “Hollywood & Games” conference by sharing with an intimate crowd of games and movie professionals his personal experiences and understanding of games as a medium.

He also had some choice words in reply to Roger Ebert’s rather ignorant thoughts (in my opinion) on how he believes games to be greatly inferior in cultural value to movies and books.

“That’s BS,” said Barker. “It’s a medium that’s barely two decades old. And Ebert is saying there’s no ‘War And Peace’ yet? Of course there’s no ‘War And Peace.’ We’re just beginning.”

He continued: “I think Ebert’s position -- that if the narrative is so malleable and so full of possibilities that it’s not under the artist’s control and then it can’t be art -- is all wrong. In other words, Ebert believes Shakespeare could not have written ‘Romeo And Juliet’ as a game because it could have had a happy ending. But I believe we should really be stretching not only the imaginations of our players but also of ourselves and say, ‘Look, let’s try and make everything possible. Let’s invent a world where the player gets to go through every emotional feeling available.”

Barker concluded by noting that “We’ve given our imaginations over to people who put plastic toys in with their hamburgers. Let’s take our imaginations away from these people and give them to people whose imaginations weren’t shot down in flames by their second-grade art teacher who told them they couldn’t draw straight.”

You can’t not love a guy like that who puts things so eloquently.

Another talk ripe with valuable insight -- entitled “How Talent Can Cross The Digital Divide” -- included various folks who worked in different parts of the Prince Of Persia franchise and Flint Dille of the 1986 “The Transformers: The Movie” fame. The panel was moderated by Jordan Mechner who created the original “Prince Of Persia” game back in 1989.

One particularly interesting point was how the leadership hierarchy in movies and games so differ. In a movie, a director would sack any grip who tried to give him advice on a shot. But, in game production, a tester can walk up to a game’s producer, point out how a portion of the game is unplayable, and that producer will probably look into the problem.

On the other end of the spectrum, a complete misunderstanding of the art form came from the conference’s final discussion. Jim Ward, senior VP of LucasFilm and president of LucasArts, compared game development to CG asset creation, rhetorically asking the audience “If ILM can make 100 CG sequences in a few months, why can’t game people build a game in a few months.”

For Ward’s benefit, here are some of my thoughts as to why:

  • CG moving pictures are created for a passive audience system. Games are interactive systems, made for a participatory audience that controls the pace of the action.
  • CG only requires vision testing. Games require vision, aural, physical, usability, and “fun experience” testing.
  • CG is developed on unified systems and platforms on a small variety of software technologies that share very common principles. Games are developed on multiple systems for multiple platforms with distinctly unique technological features.
  • Typical CG production budgets are usually more than double or even triple full game dev budgets.
Jim, if you need more help, feel free to e-mail me.

Additionally, I finally got to ask Electronic Arts’ Neil Young why game developers’ names never make it to the front of the box. Portions of his reply were: “We don’t hide our developers … we put Will Wright’s name on the box … we always put them in front of the press … games are team efforts; how many can we possibly put on the cover?”

That’s fair enough to some extent. He’s absolutely correct that games are far more a team effort than movies, but whichever way you spin it, there are always vision leaders who are responsible for the game, much like directors and producers are responsible for driving the vision in a film.

The point is that if you market games using these particular game talents, it becomes a long-term investment. Down the line it will pay off when everyone is educated as to who these folks are and why their names being on the box matters. And then the business people won’t need to rely on licenses and hiring film talent to sell their games; they can simply rely on the talent that built the game to do that.

For me, the takeaway from this year’s “Hollywood & Games” was that money people will continue to view ideas as franchises and exploitable assets that have a day and date attached to their release. If anything is to improve in the relationship between Hollywood and the games industry, then it is the money people who need to be educated about the differences between the two businesses more than anyone else.

By now, Wii parables are plentiful among both the gaming community and the mainstream press.

>> Ultimate In Convergence: Casting Actors For Games
There will soon come a day when creating a video game will be not much different than filming a movie. Two current games illustrate the fine line that divides the two processes -- and the actors who were cast for the games, rehearsed for them, and then acted in their "filming" can surely attest to their similarities.

>> COUNTING ON YEAR-END BLOCKBUSTERS
The last three months of the year are make-or-break time for the video games industry -- as they are every year. In 2007, Americans will shell out as much as $18 billion on the interactive entertainment, reports Port Washington, NY-based NPD Group. Approximately half of that spending will occur between Oct. 1 and Dec. 31.

Oct 2007

>> Secret Level: Making The Decision To Be Acquired
After seven years as an independent game developer, San Francisco-based Secret Level was acquired by Sega last year.

>> Q&A: I Want My MTV Video Games
To much of America over a certain age, MTV -- which stood for “Music TV” when it launched in 1981 -- is that cable channel that shows an endless stream of rock videos. Mika Salmi wouldn’t be surprised if that same demographic has no idea that MTV is heavily into video games these days. And will rely much more heavily on gaming these next few years.

>> DAY TWO: TRYING TO DO THE HOMEBREW DEVELOPER THING
Presumably, you've already read Part One in this multi-part series of articles about trying to make a demo of a bowling game, as a one-man show, at home, using one of the three big homebrew game dev tools available today -- Virtools, Unity 3D, and Torque Engine Builder. Here comes Part Two ...

Oct 2007

>> Casual Games: Too Much Of A Good Thing?
From a developer’s point of view, casual games are the place to be. They’re relatively quick and cheap to create, simple to distribute, and the easy-to-learn video games appeal to such a huge mass audience that the more that can be made, the merrier.

>> Xfire: Building Community For PC Gamers
Chris Kirmse is the VP of engineering at Menlo Park, CA-based Xfire, the MTV Networks-owned company that is bringing gamers closer through their dedicated applications.

>> Day One: Trying To Do
The Homebrew Developer Thing

What you are about to read is the first in a series of articles about trying to make a game demo, as a one-man show, at home, using one of the three big homebrew game dev tools available today -- Virtools, Unity 3D, and Torque Engine Builder.

Sep 2007

>> TIMEPLAY: BRINGING GAMES TO THE SILVER SCREEN Jon Hussman, president and CEO of Toronto and Los Angeles-based Timeplay Entertainment, launched the company after being involved with Playdium Entertainment, a huge, 40,000-sq.-ft. entertainment center in Ontario, jam-packed with arcade games, batting cages, mini-golf, a go-kart track, and more. It was the ultimate destination center for gamers, but the capital costs were just as huge. Here he takes a few minutes to chat with DAM about Timeplay’s unique interactive gaming platform.

>> WOO'S LATEST ACTION: TURNING FILM INTO GAME
Talk about convergence. When "John Woo Presents Stranglehold" leaped onto video game shelves at the end of August, it was the first time a full-length movie was packaged with a game on the same disc.

>> MORE SUPPORT FOR THE GARAGE DEVELOPER
These last few months, further developments have taken place in support of aspiring and capable developers, indie or otherwise. Recently, at E3, Sony announced a deal with Epic whereby PC owners of “Unreal Tournament 3” could build a game level, then share it with PlayStation 3 users around the globe. Specifically, they would use the Unreal 3 editor and build the level as developers using the engine are doing, then simply share the level by way of digital transfer or hosting Web site.

July 2007

>> DAM Q&A With Gaia Online’s Craig Sherman
Craig Sherman, the CEO of Gaia Online, joined “the fastest-growing online hangout for teens” in May 2006 after sizing up 250 companies, looking for one that met his two criteria.

>> A Place For Indie Developers To Kongregate
As George Carlin used to say, everybody needs a place for their stuff.
But finding a place for game developers’ “stuff,” somewhere where they can show off their wares, get a little exposure -- and perhaps some cash to boot -- hasn’t always been so easy.

>> Nielsen Turns To TV Viewers To Report On Video Games
They say the third time is the charm and Nielsen Games is hoping that’s true. On July 25, the research company was scheduled to start providing a metric to measure the effectiveness of in-game advertising. But this isn’t its first attempt.

July 2007

>> Top 10 Misconceptions About Video Game PR
Public relations might be one of the most misunderstood professions in the interactive entertainment industry. Many publishers do not know they need it, while some think they need it for all the wrong reasons.

>> Boomers Are Gamers, Too!
When the news broke that playing video games helps keep senior citizens' minds alert and crackling, it was a big day for game-loving boomers. And an even bigger day for marketers of the so-called "brain games."

>> Hollywood & Games Or Art VS. Money?
Horror pioneer Clive Barker opened this year’s recent “Hollywood & Games” conference by sharing with an intimate crowd of games and movie professionals his personal experiences and understanding of games as a medium.

June 2007

>> Hooray For Hollywood And Games!
The Hollywood And Games Summit held last year at the Beverly Hills Hotel, was the video games industry’s first real attempt to publicly break down the language barrier between movie makers and game makers. The “first annual event” was one day long and deemed a good first try by many in attendance.

>> Picking Casual Gaming’s Top Model
It’s called the “99% problem” by those in the casual games business and, like something out of a Sherlock Holmes novel, the search is on for the “99% solution.”

>> DAM Q&A With Insomniac Games’ Mike Acton
Mike Acton is the engine director at Burbank, CA-based Insomniac Games, where he works with a crack team of engine programmers defining the next-generation of PS3 technology.

>> Standby For Episodic Casual Gaming
Like the episodic cliffhangers of the silver screen, the health and welfare of episodic gaming seems to be in constant danger.

>> Getting Past That Old MMOG Grind
It's called grinding. Or farming. To players of massive multiplayer online games, it means killing the same monster over and over and over in order to earn experience points.

May 2007

>> Video Game Art Is Increasingly "To Go"
There had never been an "outsource manager" at Foundation 9, the video game industry's largest independent developer; never been a reason for one.

>> Q&A: Introversion: Still In Possession Of Its I.P.
This is part three in a series of articles about how people are improving the creative climate in the business, be it for themselves or for others by example.

April 2007

>>Dialogue With Richard "Lord British" Garriott On The Holy Grail Of MMOS
Garriott predicts that the next-generation of MMOG will have the same excitement as solo games.

>> Dialogue With Mike Wilson: The Gamecock Crows
As a publisher, Wilson believes it's his role to fund the developer, then get out of the spotlight.

March 2007

>>Now We’re In That City By The Bay!
DAM is expanding into the San Francisco area to better servce its clients and candidates in N. California.

>> Burger King Has It Their Way With Advergame Sales
Burger King sold more than 3.2 million copies of its three advergames in the last three months.

Febuary 2007

>> The Mass Re-Emerging Of The Bedroom Coder
In the last few years,garage developers have been making somewhat of a low-key resurgence.

>> Wii Ambitions At Buena Vista Games
Disney's Buena Vista Games named Scott Novis VP and general manager of its new Fall Line studio.

>> Rob Pardo On The WoW Factor
As Blizzard's VP of game design, Rob Pardo is the man ultimately responsible for making "World of Warcraft" happen.

January 2007

>> Brainstorming At A Video Game "Think Tank"
Developers gathered to identify workable solutions for what stops effective game design from happening.

>> Video Games That Watch Back
New techniques allow developers to watch gamers who are playing online.




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