Blogs

Mapping Life

And in art today:

Mapping your life by Christoph Niemann – and showing by the way how we are used to Google's way of creating maps these days. Very nicely done.

via Michael Freivogel

More on Game and Money

More on the monetization of games, following up yesterday's post: Apparently Jesse Schell made some annotations to his famous speech about achviements. He sees different types of game designers:

  • the persuaders
  • the fulfillers
  • the artists
  • the humanitarians

All of those have different goals when creating games. And the persuader is the one that tries to get money out of it. More over at Play This Thing.

The Monetizing of the Game

Wow – if the people behind GameLab (supposedly most of my teachers) can keep up at the current rate of posts, they would have produced the most successful relaunch of a blog ever. Even if it's just reposts as in this case.

The post deals with the current trend to monetize games – the so-called freemium model: People are allowed to download the game for free, the can play with it, but as soon as they want to become really good and advance faster, they have to pay (real money) in order to get boosts.

They author argues that this is breaking the magic circle of games; especially when it comes to their utopian properties. In contrast to a ludic world, where only luck and skill matter, the freemium model favours the same people that rule in the real world: the ones with the money.

In my opinion, (video) games have always dealt with the balance between utopia and realism: as a designer, you are torn between simulating the real world and breaking all the rules that confine you to your existence. Getting money into play is therefore just another rule taken over into the simulation.

The question is: do we, as players, want that? Do we prefer the simulation over the utopia? And how much are we willing to pay for such an utopia?

Down the Rabbit Hole

Look, I have found a rabbit hole!

Let's see if you can solve the riddle ...

It is indeed an ARG, even though it hardly conceals the fact that it is an ad for the movie Repo Men. The interesting part, though, is the fact that it replays what WIRED has tried some issues before: Setting the masses loose on four individuals that try to hide in the open.

Two of them have already been found, two are still on the loose, and information can be found on the linked website above … if you find out the correct URL1 ;)


  1. It's not so hard, though. 

A Bunch of Links

Just a bunch of links:

Seems like all those people have a lot of fun over there. Why am I not there as well? Damn.

The Panic Status Board

Did you see Panic's status board?

Panic Status Board

The idea quickly grew beyond “Project Status”, and has become a hub of all sorts of internal Panic information. What you’re actually looking at is an internal-only webpage that updates frequently using AJAX which shows:

  • E-Mail Queue — number of messages / number of days.
  • Project Status — sorry for the heavy censorship — you know how it is!
  • Important Countdowns
  • Revenue — comparing yesterday to the day before, not so insightful (yet).
  • Live Tri-Met Bus Arrivals — when it’s time to go home!
  • The Panic Calendar
  • Employee Twitter Messages
  • Any @Panic Twitter Messages — i.e., be nice! They go on our screen

Not only is it beautifully done, it is also exactly what Jesse Schell is talking about. Give real life achievements – and suddenly, everything becomes a game you enjoy playing.

via

First Ideas for an Autonomous Software Agent

(Articles tagged with "Developer's Diary" are more sketches – ideas and thought processes behind current projects, so that they can be assembled as documentation at a later date. Comments and further thoughts are highly encouraged.)

The exercise consists of creating an autonomous software agent that interacts on a 2D plane. Also, it has to work together with other available agents.

In order to let the agent choose an appropriate action, it should contain a stack with possible tasks with priorities. In every turn, the task with the highest priority is executed.

Every task contains different actions that have to be done. Those actions are universal and can be shared.

Possible actions may be:

  • Finding the way to an object
  • Moving
  • Avoiding obstacles

Possible task could be:

  • Finding and absorbing food

The stack is used in order to allow for interruptions to happen. The agent will be able to answer to the interruption and take up the interrupted task afterwards. Given the assigned priority, the agent can also choose to ignore some interruptions and continue the started task.

Indie Game Design Manifesto

Today seems to be the day of discoveries: here an article by Edmund McMillen (of Gish and Super Meat Boy fame) on indievision.org about Indie Game Design Do's and Don'ts:

This is a list for the creative designer who strives to be independent. This isn’t advice on how to monetize your Flash game or survive financially by copying existing trends and juicing the public for their cash. This is a list for artists who are driven by the desire for creative freedom and/or to “just make some cool shit people will love.”

Tips include Practice (make lots of small games) and Play games, which I do hardly enough … I need to get better there.

Working Without Crunching

American McGee (personal hero) in a piece on Gamasutra on how his process developing games works – totally crunch-free:

You discussed the idea of small innovations. Rather than push forward with large things, it's better to do small innovations. What taught you that lesson, or where did that come from as a philosophy?

AM: Well, you understand, it's more about the taking the less risky innovation. It doesn't necessarily mean that we're always doing small ones but when we do a big one, it's one that we're very comfortable with, right? So, we may innovate a lot in terms of an art style but then that's because we're really comfortable with making that new art style.

Whereas we wouldn't take our current [Unreal Engine 3] technology and really build a new engine and try to suddenly start innovating that. I mean, that's what people would call it -- trying to change that to be something that's going to make a big, massive open world game, right?

Well, one thing you talked about is that you don't crunch, which is exceedingly rare. And how did you arrive at that?

AM: Just process. It's crazy. I mean, I wish more people knew about Grimm, because for us it was a phenomenal success, but because of GameTap and their distribution and monetization model, no one really ever heard of it, and it never made a dime for them, or for us.

But what it did do was build us into a studio capable of really rock solid, on-time production, because we had such unbelievably short timelines. I mean, when I came to China, we signed the deal.

How IGF Is Judged

Thank the gods for Google Reader Recommendations. Otherwise I would have missed this informative post by Anna Anthropy on how the IGF is judged:

i judged the igf this year. it was a frustrating experience. i’m going to try and identify the biggest problems with the igf process and suggest some solutions. that’s if the igf is interesting in actually “rewarding innovation in indie games” (its claim) instead of simply being a press spectacle. the competition seems perfectly happy, at present, being a press spectacle.

[…] igf entries are rated in categories such as: excellence in audio. excellence in visual art. technical excellence. (remember when the categories were “innovation in” rather than “excellence in”? maybe they felt they were being dishonest.) why, as far outside of the big games industry and the enthusiast press as we supposedly are, are we still partitioning games like they do, as though a game’s graphics could be judged seperately from its worth as a whole? this is the independent games festival: are graphics and sound really the areas in which small creative authors and developers have the most to contribute?

[….] the igf needs more perspectives. NOT more judges - more perspectives. it needs more people who do not share the same mindset. why even have more than one judge if every judge will value the same done-already physics game (joe danger) or bland, polished commercial title (cogs) the highest? why even have a competition?

Interesting to read that after our two weeks of game business, as it lets you peer more into the processes at work there (and of course, as a game designer, thinking of ways to use them to your advantage).