There’s always so much art/tech emerging across the world. It’s one of the reasons I stay so excited about games. I really want to see “paintings” like this with AI.
Category Archives: Videogame Industry
Touching the Chaos Overlords
Dear Stick Man Games people,
Would you please, please, please port Chaos Overlords to the iPhone so I can play it on my iPod Touch and listen to the music?
That’s all. Thank you.
Play/Reset… Party During AGDC
Tonight I’ll be at this benefit. I’m posting this in hopes that friends from out of town, friends from in-town, random convention-goers and all available game developers will join us. See you there.
Austin GDC ’08
It’s been a rough year for Austin game studios. Lots of upheaval. Some people have been affected adversely by project cancellations and layoffs, while others are staffing up, excited about the coming years. This seems cyclic to me, but there’s definitely been a lot of chaos, in Austin and elsewhere. I’m eternally optimistic, because I know that the desire to play (and design) games will never go; everything else, including “the industry,” is a distant second to that primal drive.
I’m excited by projects here at Arkane Studios and I’m hopeful for games underway at other independent Austin companies: Certain Affinity, Edge of Reality, King’s Isle, Blazing Lizard, Pixel Mine (who just got nominated for a couple of awards, I think), etc. There are a few interesting startups in the background too, coming soon. Larger companies like Nintendo, Disney (Warren’s group), and Bioware hold great promise, and I’ve even got high hopes for (ex-Deus Ex designer) Ricardo Bare’s project at Midway.
Because of the year we’ve had, I’m hoping that Austin GDC will be exciting and reflective this year; a bunch of smart people coming together to network, socialize, share ideas and debate the process of not just shipping games, but making games great.
I’m giving a career-track talk aimed at new people coming into games now, at a time when no one knows what the industry will look like in 5 years.
There’s a charge in the air…is it the imminent hurricane or is it something else, generated by passion… by people who love what they do, who want to pick themselves up and charge the hill again?
Interesting Write-up on Achievements
Check out Unlocking the Psychology of Achievements, via GameCyte.
I have an in/off relationship with Achievements; I love it when games use Achievements to highlight interesting gameplay native to the game, and I think they’re an interesting tool for creative teams.
But this part depresses me:
Based on personal experience, completionists need goals to achieve and do not enjoy open-ended game experiences.
In a way, it feels like Achievements cater to some inner obsessive-compulsive, rather than encouraging play in what I see as the right spirit. Is the player there to immerse himself in the experience or to carefully set up a situation where he can get three enemies in a straight line and headshot them all with one bullet?
Given the nature of our medium, I suppose both are actually valid in their own way.