Friday, July 3, 2009

For lunch today: A million mile tomato

A while ago I posted something about Matt Jones presentation on The New Negroponte Switch.


Now here's a link to a presentation, entitled Scope, from another principal at Schulze and Webb, Matt Webb.

I found it inspirational, and there's a couple bits of it that sent shivers down my spine. Well worth the read.

And then go find your '100 hours'

[As an aside, I thought the ultra-conversational, realtime-esque, voicing of his speaker notes was quite infectious. Interesting how he posts a deck for offline reading and still gets the energy across. Curious if other readers feel the same]

Book Review: Racing the Beam

I just finished reading Ian Bogost and Nick Montfort's Racing the Beam: The Atari Video Computer System (Platform Studies). Definitely the geekiest book so far this year for me and I really liked it.


It's the first of a series called 'Platform Studies', the goal of which is to look at the games of a given platform in the context of the platform's development, technology and business context, etc. The hypothesis is that these things end up shaping the games as much as their designers intent, and that therefore platform technology and business end up shaping the medium that is gaming.

The first of the series certainly does a good job making this case. The go over detailed looks at landmark games on the platform (e.g. Yars Revenge, Pitfall, etc) and how the hardware shaped their development. They also discuss the culture at Atari and Activision at the time, and how games built upon previous game development knowledge and innovation.

It's a great idea for a series, and Racing the Beam is a great start.

Two things like to see in future books in this series (or second edition of Racing the Beam?):
  • There was no discussion of the European release of the VCS. The limited memory of the VCS meant that programmers had to program the graphics by re-writing the memory for each scan line in well-timed dance following behind the electron beam's trace across the CRT. Display and game simulation were hard-coded to one another, not asyncronous systems like on today's platforms. So, I'd imagine that games that were to run on a PAL televison would have needed modification. Were these the same programmers that did it? Were there games that couldn't make it because of some limitation, etc? Anyhow, would have been nice to know.
  • While mention is made of the unit sales of some of the given game titles, it would have been interesting to include some tables spanning the console's life cycle. sales vs installed base vs unit sales of game titles. Were there 'evergreen' titles for the VCS? Did the sales curve decay grow steeper as the market was flooded with content?
This minor complains aside, I highly recommend the book.

Sunday, June 28, 2009

RIP: A Remix manifesto

I watched this pretty decent documentary on the Air Canada flight back from Montreal on Saturday.

A couple intesting takeaways:

- How cow. Girl Talk doesn't use a mac? Microsoft lost marketing opportunity FAIL!

- It's pretty awesome that a major airline like Air Canada airs a documentary that itself states that it is in violation of copyright.

Anyhow. Mini review:

The movie itself doesn't have a lot new to offer folks that have listened to Lawrence Lessig's lectures or read any of Cory Doctorow's (many) pieces on the subject (both of whom appear in the doc). If you haven't, then it's a good crash course. On the down side, it doesn't do much to at least try to give perspective on the other side of the argument.

Sunday, June 21, 2009

Games & The New Negroponte Switch

Great presentation from Matt Jones, lead designer at Dopplr and principal at design firm Schulze & Webb. It's a mind-expanding look at the transition of services into things and things into services he calls The New Negroponte Switch. Great read.



And if you are wondering where the relevance to games comes in:

Xbox Live, OnLive: Products becoming services
Figureprints, (and one could argue Guitar Hero): Services becoming products.

And to his point about Thingfrastructure, and products and services that are resiliant and self sustaining, this is a challenge games are going through now. Games are increasingly being developed as services, but sold and marketed as products - as things.

When someone "buys" a downloadable game, do they always understand that they've bought *access* to it through a service, and that should that service go away, so might their game? For a parent buying a Webkinz stuffed animal with a coded tag, do they understand that they've bought a limited-time access to a service?

These are challenges we'll have to face going forward. The innovation is good, but its important that people aren't mislead along they way.

Wednesday, June 17, 2009

Alice and Kev

Alice and Raph both pointed to this awesome, gripping story of Alice and Kev, an experiment-slash-narrative by a game design student in the UK. She created a homeless father and daughter in The Sims 3, took away all their wealth, and then set about letting them live their lives.

Awesome on so many levels. The depth of story possible in Sims3, the depth of the engine to allow for emergent behaviors, the irrational traits & behaviors that show some of the game's design limitations...

Anyhow, go read it starting here.

Saturday, June 13, 2009

Book Review: Ignore Everybody

I finished up Hugh MacLeod's book, Ignore Everybody: and 39 Other Keys to Creativity the

othr day, but am only getting around to blogging about it now.

If you are a fan of MacLeod's, are a GapingVoid reader, and have read his How to Be Creative writing, then there's not a lot new here for you.

I recommend buying it anyway. The ideas are ones that are worth revisiting and reassessing from time to time. More than that though, the book is one you'll want to share with a friend or two. If his drawings are cube grenades, then the book is an Idea Bomb.

And on the subject of sharing it, the author had a nice promo going where for the first 1000 people to order the book on amazon and who sent him a copy of the receipt, he would mail a second copy, signed, free of charge. It's a great promotion, and now I have my nice signed/doodled copy to keep in ideal condition, and my Idea Bomb version to pass around to friends, blowing up their brains, hopefully. [Note: he appears to be doing another round of this]