Wednesday, June 25, 2008

How Rude

I received my first piece of hate mail today and actually find it quite funny. The following is the entirety of the message:

"your game sucks, go **** a goat and don't make video-game stories ever again! Bad bad bad bad bad writer!"

Obviously, I edited the line to take out the expletive, but I'm sure that if you so wish you'll work it out.

The subject heading says "So Blonde", so I'm guessing that the writer was referring to this game. I just can't understand why, even if they hated it they would be bothered to find out my e-mail address just to send me a vitriolic missive.

It's nice to know I instill such passion in my fans. :)

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Wednesday, November 28, 2007

Developers Creating Unhealthy Experiences?

There's a piece on the Develop website, which covers a keynote speech by Jonathan Blow at the Montreal Game Summit. It's a perfect example of how a person can be so right and so wrong at the same time.

While he's right that there is a need for deeper, richer games, the way he puts it gives me the impression that he's losing sight of the fact that we're in this industry to make games, which are meant to be fun to play. So who cares if he thinks that collecting coins is a poor way of developing games if the player has fun doing just that?

I have still to play Bioshock (shame on me) but I thought his comments on the game were unnecessarily harsh. If players are looking to first person shooters for a meaningful commentary on the trials of modern life then I'd be very surprised. No matter how good Bioshock might or might not be, there will always be limitations on what you can do with an FPS without changing it altogether. If people bought that game and found it wasn't a cool FPS then I think the players would feel rightly aggrieved.

There seems to be a fashion at the moment of people making speeches and slaggin off other peoples' games, particularly games that are doing well. Is this some kind of resentment on their part? Some kind of professional jealousy? Is it the plan to be controversial for its own sake just for publicity? Perhaps I should give it a go? Except that I find I'm loving a lot of very different games and wish I had the time to play a lot more.

So, going back to where I think he's right - it would be great if we could broaden the spectrum of games in lots of rich and rewarding ways. But the key word for me is "spectrum". Blow talks as if all current gameplay styles should be done away with and replaced with something more rewarding, something on a higher plane. The way I see it, though, is that you don't get rid of the current gameplay styles and genres but add to them and create a base which allows the discerning game player to choose exactly what suits his or her mood.

Half-Life 2 is a wonderful game. As is Super Mario Galaxy. And Zelda. And Psychonauts, Day of the Tentacle, Final Fantasy...

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Saturday, November 24, 2007

Adventure Developers Online Conference at Adventure Europe

Over at the Adventure Europe site, they are once again hosting and online conference where they pull together a number of developers and publishers to answer questions during allocated slots over the three days it takes place. More details can be found here.

I'm actually going to be doing two sessions.
The first one will cover So Blonde and takes place on Thursday 29th November between 5pm and 7pm UK time.
The second one will be a general one for myself, my projects and Juniper Games and takes place on Friday 30th November between 7pm and 9pm UK time.

I hope that everyone can make it along and join in the fun.

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Thursday, November 15, 2007

Super Mario Galaxy - gameplay

I've just watched this gameplay footage for the second time.

What a fabulous looking game!

What great fun!

This is going straight to the top of my most wanted list. Sod those story games if there is fun like this out there. :)

It's weird because I've never been particularly drawn to Mario games in the past, but I can't believe how cool and fun this game looks. Have I been missing out on something great all this time?

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Thursday, November 01, 2007

Hear My Dulcet Tones...

Well, listen to my weird voice, anyway. :)

Although GC in Leipzig was two months ago, the guys over at Adventure-Treff have finally posted a video interview that they conducted with me. I've done a lot of e-mail and MSN messenger interviews and with that format I always have a chance to think about my answers, so I'm pretty pleased that in this video I didn't make too much of a fool of myself. Mind you, I had done about fifteen interviews already by the time these guys got to me.

It's very strange watching and listening to myself in this way. It feels like it's another person doing the interview as my voice sounds so different in my head.

Thanks to everyone at Adventure-Treff.

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Thursday, October 18, 2007

Home Town Gets a Big One

A report over at MCV covers the opening of a new Gamestation shop in my home town of Hull. Claiming it will be the second largest gaming shop in Europe, that's quite an acheivement for a town that reguarly gets a lot of stick from all quarters.

"Hull has some of the most dedicated gamers in Britain" apparently. Who'd have thought...?

I wonder why I haven't been invited to the opening. :)

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Wednesday, October 17, 2007

Brütal Legend - trailer

The first trailer for Brütal Legend, the next Tim Schafer game, has been released. I must admit, it caught me a little by surprise, but the fact that a game trailer can do this in today's jaded climate is a good point to start from. Although it's an action game that looks incredibly gory, the humour is definitely there and I'm sure that the whole game is going to be a real blast.

And with the main character voiced by Jack Black!

Rock on, Brütal Legend!!

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Thursday, September 27, 2007

Plotting Talk

I gave a talk on plotting last night at a meeting of York Writers. I was pretty nervous, as many of the writers have been published, and wondered how they would take what I had to say. Thankfully, they all seemed to enjoy it and it fired up some interesting discussion afterwards, which resulted in us running over the normal meeting time.

Because of my years of game development experience, the first part of the talk was about how stories work in games and how we approach the creation of the stories to ensure that they are sound, logically. The second was how I'm bringing some of those techniques to bear for the novel that I'm writing in my spare time.

If I get the time, I may turn my notes into a Developing Thoughts article, though it may be better as a couple of articles. I shall let you know.

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Saturday, September 01, 2007

Games for Lunch

The blog, Games for Lunch, has an interesting idea as its basis. Each entry is a kind of small review of a game played for an hour, at the of which the question, "Would I play this game for more than an hour?" is asked and answered.

Let's face it, if a game hasn't grabbed you after an hour of play, is it likely to do so? At the very least, a game should intrigue you enough so that you want to continue playing after that first hour.

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Tuesday, August 28, 2007

The Leipzig Games Convention

It's been a few days since I returned from the convention, so I thought it was high time I wrote down a few thoughts before what's left of my cell-depleted brain decides to lose them altogether.

The first thing that struck me was the size. The convention centre was HUGE. I'd been told how big it was and I'd even seen pictures before hand, but nothing prepared me for exactly how big it really was. Did I mention that it was massive? It took me ten minutes to walk between the DTP booth in the business hall to the Anaconda stand in hall 2. I thought about venturing into the other halls but couldn't find an expedition team willing to travel so far.

The only down side about promoting So Blonde was that I didn't have enough time in my schedule to look round all the public halls. I only explored hall 2 because DTP had their Anaconda booth in there and I had half an hour between presentations. But if that hall was anything to go by it's not surprising that 185,000 visitors attended the show. There were demonstrations, trailers, promotions, audience participation, multiplayer games, free gifts, signings, booth babes, game demos and lots and lots of noise. I don't know how the people do it who are based in there all day every day of the show.

Speaking of booth babes, I must be one of the few people who was asked by one of them to have her picture taken with me. I think she must have been a game fan, too. :)

Anaconda also hired an actress/model who looked the spitting image of Sunny, the main character from So Blonde, so there were a number of pictures taken of the two of us together. As soon as I get hold of copies I'll be sure to post them here. It occurred to me that from now on I should design all my games with sexy young female leads.

I spent much of my time in the business hall doing interviews or demonstrations of the game and the response was very good. I'd like to thank everyone who I met for their patience and enthusiasm.

Hal Barwood and Noah Falstein were also at the booth promoting their game, Mata Hari. For those who don't know, Hal and Noah both worked on some classic LucasArts adventures, among others and it was a real pleasure to meet them for the first time. Very friendly guys, too. In fact, all the other developers were extremely friendly and I got a real buzz from being around so many wonderfully creative people.

A real high point for me was meeting Martin Ganteföhr for the first time. We've corresponded through e-mail and chat, but never actually managed to be in the same place at the same time as each other. Martin is doing some wonderful things with his new game, Overclocked, and I can't wait to play this game for myself. Martin is very tall - so tall that I'm surprised he doesn't need an oxygen tank to deal with the thin atmosphere up there. I think that the rest of us ended up with cricks in our necks after talking with him, particularly Laura MacDonald, who must have been about the shortest in our group and who suffered bravely through the whole show with a broken foot.

Because the day was so full of appointments, I crammed a lot of socialising into two very late evenings filled with food and beer. Talking games and joking and slowly getting drunk has never been so enjoyable.

Prior to our press conference on Thursday I was more than a little nervous, but as it started I got into a calm zone, which quite surprised me. When it came to my turn to present So Blonde I quickly got into my stride and the ten minutes were up in what seemed more like thirty seconds. Everyone seemed pleased with the way it went, which was backed up by the fact that the press audience laughed at a number of places in the game. Where they were meant to, I might add.

Hal and Noah are doing some interesting things with their game, using an icon system for their conversations. Although Revolution used something similar, starting with Broken Sword, Hal and Noah have added some nice refinements that will make the conversational gameplay much richer. It's certainly an approach that I'll be bearing in mind for future projects.

I nearly met Bill Tiller, but our schedules clashed.

I'm pretty sure I saw Tim Schafer, but I wasn't sure enough to say hello.

The strangest question I was asked in an interview was, "What would you do with ten million dollars?" After giving a flippant answer, I then had to think about it for a few moments. Part of my answer was that I'd have to think long and hard, but that I'd love to do a proper romatic comedy - something that's the gaming equivalent of "Four Weddings and a Funeral" or "Love Actually" or "About a Boy". Though I doubt it would cost ten million, so I guess I'd rather do five two million dollar games.

Perhaps the oddest moment was when I was standing at check-in at Leipzig airport to come home again. the guy who came to stand behind me started chatting away and we were soon in a deep discussion about game development, which takes some doing at 4am after about three hours sleep. It turns out that he's Chris Taylor, the guy behind the Dungeon Siege games and who has a new game coming out, Space Siege. We discussed the idea that games should be treated much more as interactive entertainment and the days of aiming games at the hardcore gamer are drawing to a close. That's not to say the hardcore gamer should be discarded in any way - that's what difficulty levels are for - but that games should be accessible to a wide audience while still delivering interesting and fun gameplay. Although we're (currently) working in different genres, I could see a lot of parallels in our approaches to game development.

Although GC is over, some of us are already thinking about next year and what we can plan socially...

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Saturday, August 25, 2007

This is wonderful!

A fabulously witty commentary on certain aspects of the games industry. And a great way of showing support for one of the best games ever - Psychonauts.

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Saturday, August 11, 2007

Another New Interview

Sorry for not posting here for some time. I'm very busy at the moment and fitting everything in has been quite the juggling process.

However, I did find the time to fit in an interview for Delter Adventures, a Swedish gaming site.

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Wednesday, June 27, 2007

WiiWare

Over at the Develop site there's recently been posted a report on Nintendo's WiiWare. This must be the coolest idea for a long time. Mr. Smoozles Goes Wii, anyone? :)

Now, if I could just find where I can get hold of the right tools...

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Thursday, June 21, 2007

Sam and Max

I've just played the first episode of the recent Sam and Max series from Telltale Games and thoroughly enjoyed it. I know it came out months ago, but I've been waiting for the whole series to appear before committing to it, particularly as the Bone games were put on hold.

I must admit to a little trepidation after I was a little disappointed with the first Bone episode, but I'm glad I bought the series and as I just said, I enjoyed the first episode. While it's not perfect (what is?), the sense of fun was wonderful and I just loved the dialogue writing and the voice acting and the way that the, sometimes fabulously nonsense, puzzles and gameplay held together within the zany world logic.

Although I loved the dialogue, it's the conversations where my only small (and I must emphasise small) gripe is aimed. It's nothing to do with the way the lines are written, but the way the interactive conversations are implemented. I wish they were a little more context sensitive with more options available depending on Sam and Max's knowledge. There were a few times where I'd just discovered an important plot clue and yet couldn't talk to the other characters about it. I realise that time was tight for the guys at Telltale, so it's understandable that they prioritised in other areas.

I've read in other places that people thought that the puzzles were easy, but I didn't find that to be the case. I'm not a fan of puzzles that cause you to be stuck for days. On the whole, the puzzles fit very well with the unfolding story, the characters and the zany nature of the whole premise. It's the first game in ages that's genuinely made me laugh for all the right reasons.

So, I'd heartily recommend trying out Sam and Max for yourselves. You know I must be right because I just used "zany" twice.

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Thursday, February 22, 2007

A Better Perspective

Those of use who actively work in the adventure genre and many of those who just like playing the games, are a little tired of reading tiresome reviews in which the reviewer says (ad nauseum) that "the adventure game is dead". So imagine my pleasant surprise when I read the review of the latest Sam & Max episode over at Eurogamer and found it was taking a much more balanced view and saying such things as:

"To my mind, innovation isn't a pre-requisite to gleaning entertainment, from whatever source, and I was, personally, extremely grateful that Telltale didn't attempt to fix something that wasn't broken with misguided 'innovation'."

Well said!

I do worry that the "innovation" aspect is too predominant as a whole and is part of why games are so expensive to make and therefore so expensive to buy. But that's a digression for another post, perhaps.

There is always the worry that a review which defends adventures is going to be too biased the wrong way, which is a slight tendency for "fan" reviews, probably in every genre when you think about it. However, Kristan Reed was pretty fair in his comments and even picked up on the re-use of locations as putting the game into a rut. This, though, was the kind of constructive criticism that game developers need and although it clearly had an effect on the review score (7/10), I would imagine that Telltale will be more than happy with what was said.

If every game could get such a fair review we'd all be much happier as developers and players.

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