Play as Life

Digital games as a form of play. Play as a part of life.

Interview with Justin Karpel, composer of Time Fcuk

Play As Life caught up with Justin Karpel, composer for the indie game Time Fcuk.

Q. First of all, congratulations on the new soundtrack! What was the process of composing for Time Fcuk like?

A. It all happened within the span of a few months, from June thru September of 2009. I was having a chat with long-time friend and graphic artist, Edmund McMillen (blog link, interview link), when he mentioned that he was working on a new flash game called “Time Fcuk” with programmer, William Good. During that same conversation, Edmund proposed that I join their team and create the soundtrack for the game, and I took the commission for the soundtrack to Time Fcuk on the spot.

From that point forward, creating the sound design for Time Fcuk was certainly a collaborative affair. I submitted a handful of initial sketches within a week, most of which were rejected; so it was ‘back to the drawing board,’ so to speak. All I can remember is that a moment of true inspiration struck, about two weeks into signing on the project, I spent all evening working on a track and I put together the music that would become the cue for the opening sequence and title screen of Time Fcuk.

Feeling that we were moving in the right direction now, I took the raw vocal samples for the “voice” in Time Fcuk, and transformed them into the eerie, robotic syllables you hear in the final version of the game. Time Fcuk is a game with many layers and many things happening at once. The result can be somewhat chaotic and dissonant at times. With the vocal bits complete, I turned back to the main theme for the levels of Time Fcuk, and came up with a track that conveys the repetitive and uneasy flow of time and motion in the perplexing world of the game.

Later on, as the design of the game became even more user-driven, the concept of a “level editor” came into play, and another track was born — a more ambient, blurred, slow and distant version of the main theme. Also, a very simple track came out of these later sessions, and we all liked it so much that we decided to use it on the early levels of the game as the player is learning the basic controls and how to navigate through the puzzling world of Time Fcuk.

At every point, the music was tested in-game and I was constantly supplied feedback by Edmund and William on ways to shape and master the final cuts for optimum use in the game. As the release date drew near, I was literally working 10 hrs at the “day job” and coming home to work another 6-8 hrs on the soundtrack for the game. I didn’t get much sleep on those nights, but the final product was a mix of inspiration, imagination, improvisation, persistence, and pure fun.

Q. Would you say that Time Fcuk represents your musical preferences, or is it more catered to the storyline of the game?

A. The music for Time Fcuk is definitely more catered to the storyline of the game, as you say. The first thing I always ask for when embarking on the task of a video game soundtrack is to have a copy of any artwork, or any working versions from the game as the primary source for my musical imagination. I like to become as immersed as possible in the world of the game in order to create a sound which feels original and true to the game. The strange and multidimensional quality of Time Fcuk was the driving force for the sound design.

Q. What kind of equipment did you use for Time Fcuk? What instruments do you play?

A. I recorded everything for Time Fcuk in my home studio on my MacBook Pro. I used M-Audio’s “Fast Track Pro” as my audio interface, a couple of Shure and AKG microphones, with Apple’s signature Logic Studio featuring Logic Pro 9 and MainStage 2 to produce the entire project. The Korg TR with expanded sampling capabilities is a staple in most of my work. I’ve been fascinated with pianos and keyboards since a young age. I just added a Yamaha oak console piano into the mix, and the hardwood floors in my home add a nice flavor to the acoustic environment for the instrument as well.  You will notice the Melodica (a widely underused keyboard instrument, in my opinion) figures a large part in the score to Time Fcuk. I also sampled an old Emenee reed organ in the score to the level editor of Time Fcuk (I found this particular organ for $5.00 at a secondhand store–what a bargain!). I have an assortment of pedals and sound modules. I’ll sample and record just about anything if it might have a musical application one day.

Q. You have so many creative talents. How do you introduce yourself to others?

A. Hi, I’m Justin. I’m 28 years-old. I have a degree in creative writing and electronic music. Sometimes I like to think of myself as a student of the Universe. I imagine I’ll always continue to study art, philosophy, religion, psychology, writing, and music. I like to watch movies, read books, attend symphonies, play video games, and a lot of other things too. I attend as many cultural and artistic events and time and money allow. More than anything, I love to write books and compose music. I’ve worked as a librarian, a video-store manager, and an English teacher. I’m currently employed as a corporate trainer. But really, I’m just another human being on the look-out for a little truth, beauty, and happiness in this lifetime.

Q. Pick five words that you would use to describe your music.

A. Experimental, Electroacoustic, Atmospheric, Organic, Meditative

Q. What influences your music the most?

A.  The writers, the musicians, the philosophers, the painters, and the poets of the world–these are my Muses. For this reason, I always try to attend live concerts, theater, and displays of culture and art whenever possible. I can spend a whole day reading a good book or strolling through a museum of modern art. I have a huge library of CD’s, DVD’s, and MP3’s. In college, I think it was Stravinsky that opened my ear up the most, and I have been listening to the pioneers of 20th and 21st century music ever since. The music of composers like Philip Glass and Harry Partch have made a definite impression on my style, not to mention the free jazz experiments of Sun Ra and Don Cherry. The progressive sound of The Beatles, Pink Floyd, and ELO. The Residents and Radiohead always satisfy. From Leonard Cohen to Laurie Anderson, Bela Bartok to Stockhausen, there are just too many personal influences for me to name here. As far as video game music goes, Koji Kondo’s soundtracks are legendary in my mind.

Q. There’s a lot of dispute about whether or not music should be free. How do you feel about making your music available to people online?

A. All the music that I’ve written is available for free online. That’s been my own choice so far. My books are not free. I just happen to be a big fan of sharing free downloads of my music and collaborating with other artists online. There are whole communities of artists working together and doing some spectacular stuff online. I would like to mention a site where I participate and donate time and money to called iCompositions.com. There are many great musicians and artists collaborating there. My own page, with many free downloadable tracks (including the complete soundtrack to Time Fcuk) is located at: http://www.icompositions.com/artists/Justin_Case/

On the flip side, I’m also fine working with contracts, concert venues, copyrights, royalties, etc. I believe that “the laborer is worthy of his hire” and that you just have to find the right balance between your artwork and your pocketbook. I’ll admit that I’m not happy when I hear that multi-million dollar artists are suing people for sharing digital copies of their art. I think that digital reproduction in the postmodern age is simply a way of life. Nevertheless, I believe that if you put on a good show, or sell a CD or DVD that features your artwork, or contribute work to a project that is financially successful, it’s only fair to come away with a share of the profits for your efforts.

Q. Being a writer/musician is hard in any economy. If you could turn back the clock 10 years, would you do things differently?

A. Absolutely not! I create art first and foremost because it makes my soul happy to do so. I simply cannot imagine not creating art! Money and recognition have always been a secondary benefit of the process. I write stories, poems, and music because it is through these acts that I feel more intensely alive!

After all is said and done, I still require a “day job” to pay the bills. I don’t regret this fact, but I hope that in another 10 years, perhaps the art will be the centerpiece of my financial well-being.

Q. Do you think video games can be a form of art?

A. Without a doubt, video games belong to the realm of the arts. Perhaps the closest cousin to video games is cinema. It takes the efforts of graphic designers, animators, writers, and musicians — all artists in their own right — to create a truly interactive and immersive video game experience. When all the pieces come together in a way that transcends the individual parts, that’s the sign of true art! Art is simply that creative territory where effort meets imagination, and video games certainly fall into that category. Video games represent the triumph of art, entertainment, and computer technology.

Q. What type of games do you enjoy playing?

A. Role playing games, strategy games, puzzle games, fighting games and side-scrollers are my favorites. I have enjoyed everything from Super Mario Brothers, to the Zelda games, Metroid and Mario RPG, Final Fantasy and Sega’s Phantasy Star series, to PC releases like Blizzard’s Warcraft and Diablo series. And then there’s the classic fighting games like Street Fighter, Mortal Kombat, and Super Smash Bros. I’ve always enjoyed the adventure game genre as well, with games like Sierra’s King’s Quest series, and LucasArts’ Monkey Island and Maniac Mansion titles. Those were some great games!  As much as I enjoy RPG’s, I haven’t found an MMORPG that truly satisfies me yet, and you’ll more often find me playing an old console or PC game instead of one the recent console and online releases.

Q. How do you feel about mainstream games versus indie games?

A. I’ve been a fan of both mainstream and indie games for a long time; I don’t think they are truly at odds. I have friends working with companies like Nintendo, PlayStation, and XBOX. I’ll admit that the mainstream has a reputation for playing it safe, going with the tradition, sticking with the tried and true. Indie artists and indie gamers have been consistently pushing the boundaries and taking risks. There’s a great amount of freedom with indie projects. It’s great to play outside of the box! It seems to me that the best-ranked indie games will eventually get their shot at becoming mainstream hits. Having not been signed to work for any major label or company, I can speak from working extensively as an independent artist. It’s an alright road. I still believe it’s not worth sacrificing your artistic integrity for a shot at the mainstream. No way! On the other hand, I wouldn’t refuse a shot at working with a mainstream company, if the final product was consistent with my original vision for the project. I think most independent artists would welcome the opportunity to share their work with a larger, mainstream audience.

Mainstream games versus Indie games? I don’t have to choose, really. Both have their share of flops and successes. I just keep on playing the games that I like.

Q. Are you working on any new video game music projects?

A. I’ve been working two more indie game music projects since the release of the Time Fcuk soundtrack. I’m also in the process of submitting the manuscript to my third novel. Many exciting things to come in 2010!

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Interview with Marc Gomez, Art Director of A Boy and His Blob

“A Boy and His Blob” (Wii, 2009), has been praised for its beautiful graphics and success in re-making the old game. Little is known, however, of  Marc Gomez, Art Director of WayForward Technologies, who was responsible for the lyrical and enchanting 2D graphics. We decided to shine the spotlight on Marc and ask him about design, the making of the “A Boy and His Blob” and his personal thoughts on gaming.

About Designing

Q. For those of us who aren’t familiar with the production process, what is the difference between an art director, an animator, and a designer?

A. The art director of a game dictates the overall look and visual experience you’re going to have when you play. Depending on the company, they may take on more or less roles, but at Wayforward, this includes animation, backgrounds, interface designs and layouts, and anything else under the visual spectrum. Animators are the ones who bring the real magic to the game, and makes the characters alive. They get a basic idea of the movement necessary, and move forward from there.

There are multiple types of designers. Level design sets up the environment layouts, game design dictates the core of the game you are playing, and character design is for the modeling and turnarounds of the characters in game that the animators will use to animate.

Q. Was designing for the Wii different from the experience you had designing for the DS?

A. Since the DS consists of smaller development teams, I had to wear multiple hats per project, usually as game designer, director, and art director. On Boy and his Blob, I was completely focused on art directing, and it’s was an awesome experience being able to focus on just the visuals of a game.

About A Boy and His Blob

Q. The character in A Boy and his Blob is a cute, somewhat effeminate boy. Is there any element of this character that you personally relate to?

A. Uh…ahem…um……what are you talking about? Uh…I wake up to a cold six-pack of beer every morning just like any other guy…right fellas? Fellas?

Actually, I designed the boy after my cousin Matthew. As far as the effeminate part I was going for a Christopher Robin kind of look, but those boy shorts weren’t going over too well with everyone, so we made a compromise. I think the effeminate look gives him a sense of innocence that children have when they are not wary of people’s perception of what they are wearing or how they look.

Q. How different/similar is the artistic style that we see in this game compared to your own style? (If you were creating your own game, would it look like A Boy and His Blob?)

A. I never thought of myself as a strong character designer, so with that in mind, I don’t have an established style. I think the art should be dictated by the storyline. Right now I’m leaning towards a much more adult and heavily rendered art style for the next round.

Q. Why did you decide to make the boy and his blob look different from the original?

A. The director of the game, Sean Velasco, explained to me his idea. He wanted to convey a true connection between the boy and the blob and make the game as heartwarming as possible. To get this feeling across in the art, I felt we had to make the boy much younger. This gives you a sense of vulnerability, and codependency with the blob. Stylewise, there isn’t much we can bring over from the original game, since it’s in small pixels, but we tried to bring back certain visuals from the original to this one. The boy’s home comes back from the original, as well as his green shirt, blue pants, and backpack.

Q. When you’re creating a game for a large publisher, how much of your own opinions can be reflected in the design?

A. This depends on the publisher, and how established is the design of the licensed title. In the case of Boy and his Blob, there was no set in stone direction on design from the original to the current version. Majesco put a lot of trust in us to deliver with the vision we had of the game.

Q. Is hand-drawn art more difficult compared to computer-rendered art? Is this something you would do again?

A. We have become super efficient at our 2D animation process since Blob. We’d love to do more 2D games and push boundaries in 2D animation in games even further. Our 2D process is completely digital now, and we can work at twice the speed as before. The difficulties of 2D animation and 3D animation lie in different areas. It’s hard to say which is easier. They both have their strengths and weaknesses.

Q. A lot of reviews are praising the graphics and the art. Do you have any plans to sell some of the original artwork?

A. Well, interesting note on the art, we started animation traditionally with pencil and paper, but 3/4 through the process we switched to completely digitally drawn animation, so the frames we have of Boy and his Blob are probably the last pieces of hand drawn art on paper we’ll see at this company. Our current project is all digital 2D. I’m not sure about if we are allowed to sell the frames. They will probably stay sealed in a box next to the Arc of the Covenant.

Marc's design sketches of bad guys in the game, with some concept ideas of their actions. Provided by Gomez

About Marc Gomez

Q. What are you personal favorite games?

A. In our office we keep our “Top 20″ lists on the front door to our room. I like games of all genres, and my top 20 list is fairly generic, but a few notables are Rivercity Ransom, Resident Evil 4, and Final Fantasy 7, which I never got to the last disc of because I loved it so much that I didn’t want to progress further because I would not be able to go back to certain places. I ended up beating Emerald Weapon on the 2nd to last disc then stopped and never played again. I also played 120 hours into Final Fantasy 12 then stopped playing that too. RPGs are bad for me.

Q. Do you have a preferred console?

A. As far as consoles that gave me that nice fuzzy feeling, I would say SNES. I don’t want to choose favorites in the current console war. : )

Q.  Are there certain types of games that you’d like to see, but aren’t really out there?

A. There’s definitely not enough ninja games out there…. Oh, and first person shooters also need to make a comeback.

Truthfully though I’d like to see something that fills the gap between Dragon’s Lair and what we’re doing at Wayforward. As close as we can get to a fully interactive 2D cinema.

Q. Do you think games should be considered mass media, like television, or just something for groups of enthusiasts?

A. I’m not sure games are as mass of a media as television. Sure some games garner more sales than any other electronic product in history, but I would say that is more of a strong interest from a specific demographic. I think of all current gen systems, the Wii is trying to get a mass appeal with their games that are fun and interactive for all age and gender groups, but they still have a long way to go.

Q. What is your take on Japanese animation versus Western animation?

A. Well, speaking of mass media, Japanese animation caters to a much larger demographic of age groups. There’s more variety in genres that you won’t find in the U.S. market. I myself got into animation because of watching Akira. I think both Western and Japanese animation have their strong points.

The Blob team doing some kid testing on the game. In the shot is the director, lead animator, lead programmers, lead level designers, and some kids. Image provided by Gomez

Q.  As someone who plays tennis, how “real” do you feel Wii tennis is?

A. Playing actual tennis, then playing Wii Tennis, I think I now understand what it is like entering the world of Tron. You probably feel like ‘geez…I must look pretty ridiculous right now’, then you think ‘wow, I’m being beaten by an old man’, and finally you think, ‘3D Graphics!!!!!’

Q. Has your ethnic background affected/influenced your work?

A. I don’t think being Asian American has influenced me in gaming directly. My life growing up has been multi-cultural as well as my college experience. I think it gives me a broader view of influences out there. I did grow up with a Famicom though! Don’t know if that influenced me one way or another.

Q. You’re interested in comic books. Were comic books a big part of your childhood?

A. Actually, no. I never enjoyed reading for fun. Most of my reading while growing up was books on dinosaurs. I also liked Zoo Books. They were these magazines with info on different animals. Each issue was a spotlight on a different animal. I like reading an interesting comic every once in a while now. Working at a comic shop before, the shop manager at the time made me read comics, so I can be more informative to the customers. Hard work, I know.

Q. Do you think comic books are the same in an electronic format (like on the web instead of in a paper booklet)

A. Working at a developer, you tend to favor producing something tangible. After you stop playing a game you made, you can still view the fruits of your labor, and put it on your bookshelf. I don’t feel the same about music and mp3s, but I’m sure the musicians know how I feel. I don’t think electronic format has caught on in other areas where collectibles are concerned. I see comics being one, and games being another. We’ll see if systems like the PSP Go catch on.

Q. Your profile says that you want to make live action movies. Are you thinking of Hollywood-type movies? (is this a fantasy or something you’re seriously planning?)

A. I like storyboarding and storytelling. Instead of applying it to live action, right now my focus is to weave a good story together in a videogame format. We’ll see how that goes.

Q. Now that A Boy and His Blob is out, what’s on your plate?

A. More Wii games. Hopefully some XBLA or PSN in the future.

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Digital Halos

Digital halo n. A geometric shape hovering over the head of a character in a game. Traditionally emits light

I’m coining a new word– digital halo. What is a digital halo? The “thing” that is on top of the heads of game characters. There is no religious connotation to this term. If you look into the definition of halos, they don’t necessarily have to be a ring-shape, although traditionally halos been portrayed mostly in the form of an oval or circle. The key part of a halo is that there is a nucleus and something revolving around or radiating from that nucleus. So if the thing on top of characters’ head is glowing, I think I can claim that it is somewhat of a halo.

The halo has become an icon in gaming  (or at least a staple in game design) to the extent that we don’t even think it’s weird that an object is floating above the head of a character. Halos also make game-playing easy because they represent the status of a game character.

There are many different types of halos. There are halos like the rings above NPCs in Lord of the Rings Online or the exclamation marks above the heads of NPCs in World of Warcraft, that indicate that the character has a quest or some kind of task to offer. With these halos, the light coming from them is important; if the light is extinguished, that game character becomes almost worthless in terms of game play. Along those lines, other types of halos indicate readiness:  halos on top of animals in simulation games like Harvest moon (green hearts) or Farmville (pink guitar picks)  indicate that the animal is “ready” to be harvested.

Then there are the halos that indicate mood,  like the green diamonds above the heads of character in some of The Sims games that change color. In some of the more casual time-management games, halos will indicate patience or satisfaction level. When a character runs out of patience, they will stomp off and leave.

There are also halos that are like a divining rod– a tracker. They will glow stronger if you are close to a target or wanted item, like the “ball” on top of characters in Neverwinter Nights (only a feature of certain quests), which blinks faster when you get close to the assassins’ lair.

Can you think of any examples of digital halos?

ps. (On an completely unrelated note, this term is dedicated to Trent Reznor, whose halos have always been inspiring.)

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Interview with Tale of Tales

You are in a graveyard– it’s not spooky or menacing, just a calm park with gravestones, accentuated by the chirping of insects and the rustling of the breeze. You play an old woman. She walks with a limp. You walk to the center of the graveyard where there is a bench. You sit down.

This is short description of what could happen in The Graveyard, a game designed by Belgian developer Tale of Tales. It  blows your mind because it is so different from your traditional game– there is no obvious “goal” and no such thing as winning or losing. There is so much more room for interpretation, so much more room for imagination. Tale of Tales has repeatedly released games that have no linear storyline, including The Path, where you play one of six sisters and be Little Red Riding Hood going into the forest to grandmother’s house. Whether or not you choose to stay on the path or go wandering off into the woods is your own choice. More recently, they released Fatale, which they present as an interactive vignette based on the story of Salome.

At the core of Tale of Tales is Auriea Harvey and Michaël Samyn, who are the founders of the company and design/ direct all of their projects.  They are not just game developers but media artists, with a thick portfolio and prizes such as the SFMOMA Prize for Excellence in Online Art to prove it.

Q. Why do you choose to develop games that don’t have a linear storyline?

A. Mostly because everybody else develops games that do have one.

We believe that linearity is not compatible with interactivity. But we also believe that you can do anything with the interactive medium. That includes linearity. So we’re not purists about this. It’s a more personal choice.

We feel that linearity limits the potential of the interactive/generative medium. We’re interested in the idea of collaboration between player and machine, where both parties are equal. So we don’t think that the machine should be leading the player (as happens when a game is structured along a linear storyline), nor do we think that the player should have all the power to change everything. It’s a collaboration in which, perhaps, both parties can be surprised by the actions of the other.

On a more practical level, it is simply very difficult to marry linearity with interactivity without falling into what David Cage has referred to as the format of pornography in which bits of story and bits of action are arranged in an alternating sequence. This is not necessarily a bad format (most videogames use it) but it does leave us a bit unsatisfied both as players and as designers. Because, instinctively, we want to have action and story wrapped into one experience. This is a very difficult thing to do. And in practice, it almost always leads to the action defining the story. Which, when it comes to games, means that you can only have a small range of stories (stories about themes that are compatible with game activity: winning, losing, triumph, defeat, antagonism, rivalry, competition, etc).

At Tale of Tales, we always start with a story, or a narrative situation, and design interaction to express it. But rather than actually telling the story, we assume that the player already knows it (after all, in the end, there really is only one story, isn’t there?) and start the experience from there. It’s a little bit like medieval paintings and sculptures that depict scenes from the Bible or from mythology without explicitly telling those stories. Simply playing with the symbols and letting the imagination of the viewer do the work.

We never really want to tell a specific story. We have no big message for humanity. We’re more interested in suggesting themes and seeing what people think of them. We never want to convince somebody. We just want to point something out, something that people might not have noticed before. And then it’s up to them to decide what they think about it.

We tend to think of interactive art as more similar to painting and architecture than to cinema or literature.

Q. Do you think there is a difference between media art and games? What is your definition of a game?

A. We don’t like to define terms. Because then any discussion quickly becomes a semantic one. And people start saying that our work is bad because it’s not a game. As if a carpet would be bad because it’s not a closet. Those are silly discussions.

We prefer to use terms as they are used in the field, without clear definitions. As such, media art seems to be an evolution of fine art: a way to create works that can be seen in a gallery or museum. Games, on the other hand, are made for distribution. There is no “original copy” of Doom. And it doesn’t sell as an “limited edition” either -at least not exclusively.

At Tale of Tales, we enthusiastically embrace the potential of software to be copied and distributed endlessly. The direct contact between creator and audience is one of our main motivations. We’re even willing to sacrifice some of our artistic ambitions for this. It’s often more important for us to reach our audience than to send out a clear message.

That being said, we find many artworks to be more playful than games. Computer games are often very strict. They are about obeying rules and performing well according to certain expectations. We like to introduce some of the playfulness and openness of art into the medium.

Q. How important is atmosphere (the surroundings of the game player) to the experience?

A. Atmosphere is probably one of the most important elements in our work. Probably because our main goal is to put the player in a certain situation where he can experience what it feels like to be in that situation and get the opportunity to think about things that he might not have thought about otherwise. As such, “atmosphere” is not just “icing on the cake”, a pretty little extra. It is very close to the essence of the design.

We want to create an environment that you can step into, that you can become a part of. To a large extent, we even use interaction to enhance this experience.

Q. Does religion play a role in your game design?

A. Not really. We’re interested in certain religious texts, but more because of their impact on cultures than because of their spiritual meaning. We’re not religious ourselves. We don’t even believe in science! But religion is an important part of the society that we live in and we are critical of this society’s refusal to admit this. So we like to confront people with this. And we want to embrace our religious traditions as part of who we are.

Q. What do you think is the difference between first person and third person viewpoints in role-playing games?

A. A mundane, but very important, difference for us is the difference between getting sick and not getting sick. Our bodies have a hard time with games in first person viewpoint. They often make us nauseous.

Disregarding this, we are very much aware of the psychological implications of the way in which you control a game. The first person viewpoint is an ego-centric viewpoint, a point of view that implies power over your environment. Perhaps this is why it is so ubiquitous in shooter games. The third person view, in which you see your avatar, implies empathy with at least one character in the story. As such, it seems to be more suitable for social games and for narrative games. It’s easier to imagine being another person when you see what that other person looks like and how he or she behaves.

But we like to play with the ambiguity of camera viewpoints. In the end, you always play a game from a first person perspective. It’s always you, the player, who watches the game and controls the activity of at least one character in the story. Whether you see this character or not is, technically, a detail. So even when we use the third person viewpoint, we like to include the idea of the first person viewpoint. We like to play with the separation between player and avatar. So sometimes, in our games, your avatar may start doing things that you didn’t tell her or him to do.

The avatar is clearly more at home in the virtual world than you are. He or she is not only a connection between you and the story. Sometimes we let the avatar represent the story, in the independence that it gets from running on a computer. And then the experience becomes one of collaboration between avatar and player (perhaps this might be considered “second person viewpoint”). But we always leave things open in our designs. It’s up to the player to choose how they like to play.

Q. When you create interactive elements, do you have a story in mind for that interaction?

A. Yes. But maybe not in the sense that story is often seen. People tend to think of stories as series of events with a certain well-defined structure that leads from one point to another and culminates in meaning. We never think that far ahead. Because there’s too many variables when dealing with interaction. For us a story is a situation, characters, setting, etc, but not plot. We use the term “story” as in “the candy wrapper in the gutter tells a story” or “that man’s wrinkles tell the story of a lifetime”. So it’s more about a _potential story than an explicit one. It’s about imagination.

Then we create interactive elements mostly to stimulate the imagination, and possibly to guide it in a certain direction. But they are often more like questions than demands. We like asking questions like “What do I feel like when I do this?”, “What does it mean when I do that?” So, in terms of story, our interactive elements ask questions about the narrative implications of actions. Some of these implications can be predicted by us as authors, but not all of them, and definitely not the personal nuances of these implications. That way, each experience of our work becomes highly personal and unique.

Q. Movement seems very slow in your games. Why is that?

A. Actually it’s not. In our games, movement is realistic. And often defined by the actual movement of the character, as animated by our animation collaborator Laura Raines Smith. The reason why it seems slow is that in most other computer games, movement is much faster than natural. Because it is fun to speed through levels and because gamers tend to like absolute and direct control.

On the other hand, most of our games are about stopping what you’re doing, slowing down, and taking a moment to think and feel something. Unlike most games, which put you on a roller-coaster ride away from your own life, our games act as pause buttons. Take a moment and allow yourself to breathe. That’s why their slowness might come as a kind of shock when you start up the game. Like a speeding truck coming to a sudden halt. But once you get used to it, it quickly starts feeling natural. You just have to stop fighting it and adapt to the program.

Q. Most of your games seem to have a dark element that is also surreal. How would you describe this ambiance?

A. “They look like monsters to you?” is one of our favourite quotes from one of our favourite games (Silent Hill 3). And it expresses our feeling about this perfectly. What others may consider to be dark or surreal is perfectly normal to us. So we would describe this ambiance as reality. ;)

What we find surreal is the increasing US military presence in Afghanistan or the fact that the EU is willing to give US banks more access to its citizens’ private information than the EU government itself, or the lack of response from the West to oppression of Palestinians, or the fact that developing countries owe industrial countries money, or simply advertisements for Coca Cola in refugee camps in Africa. Those things are truly dark and surreal!

Q. What shaped your interests for these “dark” elements? For instance, do you enjoy horror films or novels?

A. I think this is another expression of how we try to expose things that generally tend to be underexposed. In videogames, for instance, you are always the hero, you always win. So we’re interested in what it feels like to be the victim instead, the loser. We’re not naturally morbid. We’re strive for balance. When everybody is too happy, we try to make them feel sad. And vice versa.

Q. Your definition of horror seems very unique. How would you describe “horror”?

A. We wouldn’t [describe horror]. We have no idea.

Some people say horror is about fear. But we don’t feel that that’s a very interesting emotion. Desperation and lack of power are much more interesting, for instance. But so are love and kindness.

Q. Do you feel that horror (or apprehension) manipulate emotions in your audience better than other genres?

Horror is easy, in a way. Because you can’t really make design mistakes. Every design decision that doesn’t quite work contributes to the feeling of unease. In a way, horror is a haven for bad design. The fact that the combat controls in Silent Hill are very clumsy, contributes to the feeling of weakness that is a big part of the game’s emotional effect, for instance.

Also, in our experience, horror is an easy way to get away with art. To some extent, art is about exploring the unknown, about asking questions, about confronting the audience with the unfamiliar in the familiar. For people who don’t appreciate contemporary art much, all art must seem horrific. The unknown is always frightening at first. So when you have artistic ambitions and you work in a popular medium, like we do, your work quickly gets interpreted as horror. With The Path, we used this “weakness” in the audience to our advantage. Many scenes in The Path would look like normal art installations in a museum for contemporary art. But in a videogame, they suddenly look scary.

Q. Do you think there is a hazy overlap between life and death?

A. Not at all. Life and death co-exist. In a very clear way. There’s nothing hazy about it. And there’s no overlap. Life and death may be the only true opposites. Everything else is a lot more hazy. We’re all programmed to love life. But many people find it hard to do that in the light of death. So they tend to block out the idea of death or trivialize it.

As artists, we’re interested in what happens when you don’t ignore death, and when you do give it a prominent, “noble” place in your life. Death is not a disease. And death is a great mystery. It is a big part of our lives, whether we want it or not. Death motivates many of our behaviours, and it influences many of our thoughts. In some of our pieces, we explore these connections between life and death.

Q. Was there a specific incident in your life that made you think more about death?

A. Not an incident as such. But having an old grandmother who was very aware of her own approaching death and wasn’t afraid to talk about it, even if it was difficult for her children and grandchildren. In a way, she probably prepared us all for her death this way. So when we were carrying her coffin in church, it was a serene, almost satisfying moment. Like giving her one last hug before laying her to rest. This experience probably encouraged us, on some subconscious level, to not run away from the idea of death, but embrace it, and live with it, and talk about it in our work.

Q. As a small developer, what do you bring to the table that large commercial game studios cannot?

A. In theory, there’s nothing we can do that large commercial companies could not. But in practice, this is not true. Large commercial game studios are either large and commercial because their first priority is to make money or because they want to make big games. The case of the latter is rather sad because, while these people are motivated by creative ambition, they are forced to work in a commercial way because, basically, the technology is primitive. Because computers are still too slow and too unreliable, small armies of engineers are required to work long hours on each and every large game. This is very expensive. As a result the game needs to be very commercial. So it ends up being beneficial that the artists are pushed into a corner. Because their ideas may be too risky.

The disproportion between the high degree of technical complexity and the lack of creative input in terms of content and design is so enormous that it has effectively lead to stagnation in the development of videogames as a medium. It is quite possible that videogames die before computer technology reaches a level where development becomes as comfortable as music or film creation.

At Tale of Tales, we try to find ways out of this stale-mate situation. We insist that the author is the central figure in games creation and that everything needs to submit to his or her artistic vision. We try to remove the obstacles that stand in the way of that by making different sorts of compromises. Like reducing the size of the game, instead of increasing the budget. Or working in a non-profit way with arts funding. We believe this is our task and even a duty.

So, as a result, we can offer more meaningful content, a more personal style, unique forms of interaction, games that make you think, that make you feel, games that don’t abuse you by being designed for the lowest common denominator. Again, in theory, none of these things are impossible to achieve by large commercial studios, if they would put the artistic vision of a talented author at the center of their production process. But, apparently, in practice, they are not willing (or capable) to do that.

Q. What factors make you (Michael and Auriea) compatible?

A. We’re both heterosexual and one of us is a man and the other a woman.
That is only partially a joke. There are differences between the genders, both in terms of art creation and appreciation. We are both interested in how the other gender thinks and feels. And we try to include all those facets in our work. It helps when you have a live specimen of the other gender in the room.

In terms of talents, we only complement each other to some extent. We are both artists and as such, we’re lacking in the more technical and administrative departments. But we share a similar artistic vision. We’re probably just the right amount of different to complement each other and the right amount of similar to agree on the things that are important.

Q. How do you feel about your business model? Do you feel current digital distribution outlets support the type of work that you do?

A. We’re old school internet people. We still think that our own website is our major “distribution outlet”. We will always try our best to optimize our own space. That being said, we are obviously aware that larger groups of people gather elsewhere. And we do want people to see our work. So far, we’ve been lucky enough to get distribution through the most important channels for PC game distribution (Steam, Direct2Drive, Gamer’s Gate, Gametap, Gametree, etc). We’re glad with the openness towards our work, but we wouldn’t call it actual “support”. These outlets tend to cater to hardcore gamer hobbyists and after decades of repetition of the same basic ideas in videogame design and content, many of these people are extremely reluctant to try out something new. So we feel a lot more can be done to educate the audience and encourage players to be a little more adventurous.

Digital distribution is not just a business model for us, though. It’s a matter of principle too. Digital distribution allows us to address our audience directly, without too many filters in the way. And it makes sense on a technical levels, since, in the end, all we’re doing is copying bits from one disc to another. The most efficient way to do this is through a network. And as a bonus we consume less of the planet’s resources.

Q. Do you see yourself doing multiplayer games in the future?

A. The first game we published was a multiplayer game. It’s called The Endless Forest and it’s still up and running, and thriving more than ever. The Endless Forest and its community of players are very important to us. We’re going to continue expanding The Endless Forest as long as we can. It’s a free game, so development gets tricky sometimes.

Next to that, we do have other ideas for multiplayer games. Hopefully we’ll get around to some of them.

Q. What kind of game do you see yourself making in 10 years?

A. It’s hard to say. Because everything changes all the time. And we pride ourselves on being flexible.
In the end, we probably will want to make a game about being in love. Because that’s what brought us together and being together is such a big part of our lives. But 10 years is too soon. There’s still a lot we need to learn before we can properly address this topic. Hopefully we’ll live long enough.

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Super Shigi Unveils “Musical” RPG, Melolune

Game music composer Laura Shigihara (supershigi) caused a delightful ripple in the game community with her soundtrack for Pop Cap’s game, Plants vs. Zombies. (You may recall that Play As Life interviewed her last May.) Recently, she submitted her very own role-playing game (RPG) to the Independent Games Festival (IGF). Laura was kind enough to talk about her game over the phone (and yes, her speaking voice is as sweet and bubbly as it sounds in her songs) on her new experience as a designer.

Q: Let’s talk about Melolune. Could you give me a brief outline of the story?
A: Melolune is a story about a pair of twins who live in a land where people must collect song fragments and put them together in order to keep their world alive. After a catastrophic event takes the lives of the twins’ parents, they are mysteriously separated.  You play as one of the twins, years after your separation.  For reasons unbeknownst to you, you’ve wound up essentially being raised by a tribe of Leebles; small cat-like creatures who live peacefully in a remote forest.  When the story begins, the Leeble’s forest is being threatened by soldiers from the “Ciro Order,” a large faction from the world’s largest continent.  Shortly after, you and your friends embark on an journey to save the village, and figure out how and why you were separated from your twin and childhood world.

Q: Are you a twin by any chance?
A: No, but my younger sisters are twins.

Q. How many different songs are there?
A: For the demo there are around 30 different songs. Many of the songs that you will hear inside the dungeons can be broken down into 3 separate parts, each which can function on its own as background music. The full game will probably have close to 60 different songs, 7-8 of which can be broken down into smaller standalone sections.

Q. Why did you choose to put so much importance on the music?
A: I’ve always enjoyed not just music, but video game music. I’ve learned a lot about the process of arranging music from listening to video games from the Nintendo-era, as strange as that sounds. When I was young, I’d listen to music from the Megaman games… I loved how complex and melodic some of the stage themes were, and I used to record them onto casette tape so that I could figure out how all the various parts fit together. I wanted to show people how fascinating this process was… so the whole music mechanic in my game is basically the result of that. You can break down songs, and listen how the various components compliment one another and help to create feeling.

Q. Can you go back and listen to the different pieces of music?
A. For the most part, yes. If you return to an area that you’ve already completed, you can hear the music that you’ve assembled. While you’re in a musical dungeon, you pick up pieces of Melolune (which represent various pieces of a complete song) and place them on pedestals which will change the background music, and also affect something inside the dungeon. By moving the Melolune around, you can hear the different combinations the song fragments produce.

Q: Last time we spoke, the name of the game was Bluestar. What made you change it?
A: This name was sort of a placeholder until I could come up with a more fitting title… I was hoping something would eventually jump out at me. The word “Melolune” was actually written on my first music box, and it really matched the concept of “melody fragments” as as well as some of the core plot elements.

Q: Did you create the storyline before designing the game or while you were designing the game?
A: I guess you could say it was a little of both. I came up with the story first; which ended up being about 150-200 pages long when typed out. But at the same time, the story evolved a lot while I was working on the game. Things like NPC dialogue were often created on the fly… as were some of the stories behind the sidequests. Della’s cake quest for example came about while I was redesigning the maps for the town of Basho.

Q: Do you have a programmer or is it a one-man show?
A: It’s pretty much a one-girl-team; I don’t have a programmer or anything. But I’ve had help here and there with some specific scripts. George [Laura's boyfriend and designer of Plants vs. Zombies] helped me with the battle system, and there are a lot of folks online who have given me programming advice (I can program, but it’s certainly not my forte).

Q: Do you get options where you can choose and have different endings?
A: Not exactly; it’s not like Chrono Trigger where there will be a bunch of different endings… but there are a lot of hidden sidequests which when completed will allow you to see certain cut scenes, or learn things about the story which aren’t normally revealed.

Q: When you say you can get others to join you, are you talking about multiplayer?
A: No, you can have other characters in the game join you. It’s a one-person game.

Q: The graphics for the game are 2D like old RPGs instead of 3D. Was that intentional?
A: Yes ^_^ My favorite game of all time is Chrono Trigger, which was from the Super Nintendo era. I was hoping to create a game that had a similar feel.

Q: Who has been helpful or inspirational for you while designing Melolune?
A: My family and friends have been very supportive throughout the entire process. George in particular has been very helpful; even if he’s playing something for the 20th time, he still acts super engaged so as not to discourage me, hehe. I’m also part of a forum that’s based around creative activities; everyone posts novels, art, music, games and other things to share with one another. We check out each other’s work and give support and feedback when we can, it’s really great.

Q: Who is your target audience?
A: I don’t really have a specific target in mind; I’m hoping the story will appeal to a wide audience… My friends commented that girls might be interested in the game due to the style of the characters.

Q: I was also thinking that it would appeal to girls because your characters are very cute. Would you say that is your style in general or just something specific to this particular game?
A: Yes, this is pretty much my style. I like drawing cute or funny things. I think I was influenced a lot by Miyazaki films as a child.

Q. This is a personal question, but do you have a lot of stuffed animals?
A. Yes, I do! (laughs) But I’m not only into conventionally cute things… I have a bunch of Starcraft figurines, my favorite one being the Hydralisk, who I think is really cute for some reason.

Q: So is there any violence in the game?
A: There is no gore or extreme violence. There are battles, but they’re really mild.

Q: What are the female characters like in your game? Are there any princesses that need to be saved?
A: You don’t have to save any princesses, hehe. I’d like to think that the females in my game have a fair amount of depth. They all have interesting stories that get revealed gradually as the game progresses. One of the females for example, is an engineer who builds airships; her mother was a famous pilot and her dream is to start a courier service with her younger brother once he returns from war. They all feel “real” to me; perhaps because many of their traits were modeled after real people.

Q: Would you say that the women in your games are more independent?
A: Yes, I guess you could say they’re all fairly independent.

Q. When will Melolune be released?
A. The full version will probably be released in a few months. I released a demo for the IGF which contains about 25% of the gameplay. I’m actually about 80-90% finished with the linear gameplay, I just have a lot of things to add and connect together :P

Q. How will the game be distributed?
A. At this point I’m not really sure, but I’d probably end up going through an online portal like Amaranthia and/or Bigfish. It would also be up on my website.

Q. Is a Facebook game an option that you’d consider?
A. I’ve thought about it, but most likely not. I actually don’t even have a Facebook account, hehe.

Q. Why are you not on Facebook?
A. After joining Friendster and Myspace and all those other ones, I just got tired of doing the whole social network thing.

Q: Is there anything you hope players will acknowledge or appreciate?
A: I’d really be happy if people were able to get into the story. Right now there are only a handful of people who actually know the entire story… there’s so much character development, and interesting secrets and plot twists that have a lot of meaning behind them. I would love to be able to talk with people about it :P And naturally, I also hope people like the music. I’ve really put a lot of effort into it. When I was designing the musical dungeons, it was a unique challenge coming up with songs that could be broken down into 3 parts (and pieced together in 7 different ways) that were all able to function as decent background music. I do hope that folks are able to enjoy it.

Q: Now that you’ve designed a game, do you think you’ll be doing more designing or composing?
A: I was surprised at how much I enjoyed working on this game! After this experience, I know that I definitely want to make other games in the future. But I’m all about trying to allocate equal time to my random creative projects… so after I finish Melolune, I’ll probably focus on music for a bit. I’d like to release another singing album. There are a lot of random things I’d like to do… I want to spend more timing learning languages (I’m constantly buying language books and writing down vocabulary in my notebook), I’d like to get back into cooking, I want to get back into martial arts, etc.

Q: What kind of martial arts?
A: I did Shotokan [a type of Karate] for several years; it’s the type of martial arts that my Dad did, and his Dad did. My Dad doesn’t have any sons so I did it, haha. But I’d like to try out something different; I’ve been checking out various martial arts studios in the area. Some of my friends are into Taekwondo, and they’ve been encouraging me to try it out.

Q: Are you going to continue freelancing?
A: Although I’m not 100% opposed to working for a company, I think for the time being I would prefer to continue being independent. It matches my personality and I like the freedom to be able to work on many different creative projects at once. I’ve gotten a couple of in-house offers as of late, but I feel like it would be difficult to have to be exclusive… especially if you get an offer later for a game that you’d really be passionate about working on.

Q: People are asking for a Plants vs Zombies soundtrack. Is that coming out any time soon?
A: I hope so, and I’ve been asking Pop Cap if it’s okay. I’m guessing it will be available sometime in January if all goes well!

The demo of Laura Shigihara’s Melolune is available for download.

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Discovering Tetris and Going to Mars: Interview with Henk Rogers

Henk Rogers

Tetris celebrated its 25th anniversary this year, yet the game’s popularity (and revenue stream) is still strong. Henk B. Rogers, CEO and president of Blue Planet Software, discovered Tetris at the Consumer Electronics Show in Las Vegas in 1988 and flew out to Moscow the following year to negotiate for the Game Boy rights to Tetris. During the negotiations, Henk befriended Tetris game designer Alexey Pajitnov and formed a business relationship that later became The Tetris Company– the exclusive source of all licenses to Tetris. As of 2008, Tetris made about 10% of all games sold on mobile phones in North America.

In 1995, Henk founded Blue Planet Software to manage the rights to eTetris; in 2002, he started Blue Lava Wireless, a mobile phone game developer and publisher that was later sold to JAMDAT. Henk currently has three startup software development companies– Tetris Online, which focuses on casual games; Blue Lava Technologies, developer of a photo-tagging service; and Avatar Reality, which hosts a virtual world called Blue Mars.

Henk is in Hawaii, so Play As Life conducted an email interview asking him about his work and ideas on gaming.

Tetris on the iphone

Q. You had the insight to see the potential of Tetris.  What is it about Tetris that makes it such a universal game?

A. Mathematics/geometry is a universal language.  Tetris is a game of geometric shapes.  My insight was that Tetris is simple and addictive.

Q. Are there any markets/countries that have a surprising high license rate for Tetris?

A. Korea is surprisingly high for Tetris Online because they have an amazingly high broadband penetration.

Q. Blue Mars is one of your more recent projects.  How is Blue Mars different from MMOs or Second Life?

A. We respect intellectual property so you need the “copyright” to copy stuff.  We also respect privacy and decency, so no lewd behavior in public places.  We have much better graphics and can handle 5,000 people in one place.

Q. Do you believe that the Internet will evolve to a 3-D virtual world like Blue Mars?

A. Some will, some won’t.  Not every book becomes a movie.  Those that do can rise to a new level of audiovisual excitement.  Add interactivity and companions to that and you have Blue Mars.

Q. Blue Planet, Blue Lava Wireless, Blue Mars…is it fair to say you have a strong preference for “blue” and heavenly bodies?

A. Good guess.

  • Blue Planet:Start in Hawaii, go up 25,000 miles, it’s a blue planet. A global view starting in Hawaii.
  • Blue Lava:Again Hawaii. The ocean (blue); the land (lava)
  • Blue Mars: Red is an inhospitable desert “wasteland.” Blue is an inviting planet just terra-formed into a paradise.

Q. There are pessimists who claim that games are bad for children, due to addiction, violence, and so forth.  As a game developer, publisher, and a father, how would you address these negative claims?

A. I don’t create/publish any game I don’t want my children to play.  If you think of injuries, you can say sports are bad for children.  They are not.  Do anything in moderation.

Q. You’ve done amazing contributions to the game industries in Japan and the United States, but you’re originally from Holland.  Any plans to fuel up the Dutch gaming industry?

A. My contributions today do not have national boundaries.  I build content where I happen to live.  I sell it to the world.  I happen to live in Hawaii.

Q. Have you every thought of kicking off your shoes, sitting on the beach, and just living off Tetris royalties?  What makes you want to continue pushing new grounds?

A. I considered it for about a week after my heart attack.  Then I got back into the driver’s seat.  This may be my only life.  I don’t want to leave not having done something I want to do.  I like to build stuff no one has built before.

Q. You’ve established Blue Planet Foundation, which advocates indigenous renewable energy.  Why is that important to you?  Do you think games could play a role in making change?

A. Carbon based fuel has messed up our fragile eco-system.  How can I leave a poisoned world to my grandchildren?  We made the mess.  We clean it up.  Games can educate people.  Global warming and pollution are complex models.  Games can be complex models.  We can simulate anything in a game.

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Are Your Virtual Assets Safe?

Technology certainly makes life easier, but as more and more of our assets become virtual, we can’t help but worry about whether our assets are safe. Gamers have understood the concept (and importance of) virtual goods for quite a long time, but the concept of an item that no longer has a physical presence is becoming more familiar with the general public. Our assets now lie in bits and we rely heavily on computer records to prove that ownership. But what happens if the system goes wrong?

Virtual Assets in Games

I say that gamers understand virtual goods more than the normal person because in many games, these cyber items have great value, not only within the game, but also outside of the game because the items are often traded for real cash. For instance, games such as Diablo, Lineage, and World of Warcraft have very active offline markets for the exchange of certain hard-to-obtain items or even the game characters themselves.

[To oppress offline transactions, Blizzard coded its cyber items so that the rare ones acquired through quests would be non-transferable. However, that did not solve the problem of offline sales of in-game gold; in China, there are gold "farms" where people are paid to sit at a computer and play games to obtain cyber cash, which is then sold to gamers around the world.]

The biggest problem, however, is that if something goes wrong and your virtual goods disappear, it is very difficult to bring them back. For instance, Maple Story recently had a server glitch, and as a result, many users found some of their items missing. Fortunately, user logs were still intact, but the company has to go through each individual account in order to figure out what items the player owns, and it is saying that this process will take time. This puts the game player in a very vulnerable position, because although the virtual items are their own, they have no control whatsoever and lack proof of ownership. Game companies have the power to take away at their will and are even exempt from taking responsibility for lost items in some cases. (continued)

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Saving the video game industry and the Nintendo Wii

A Giant in Our Midst

The Nintendo Wii is a beautiful thing. It arrived at a time when the other gaming consoles were fighting a war for supreme mediocrity. In the front lines were rehashes of first person shooters that looked like high definition DOOM, tired licenses where the producers forgot why we loved the original in the first place and movie titles that were positioned to catch sixty dollars from parents of nine year olds looking to re-experience the magic of a day at the cinema.

Nintendo in a stroke of inspiration decided that ‘the only winning move was not to play’ and rediscovered fun instead of higher frame rates and jumpy multiplayer combat. The promise of Wii sports was that gaming was now a family affair and folks who hated video games because they were ‘for the kids’ found themselves jumping and clapping when they got a strike in Wii Bowling. The video game industry was born anew.

Since then Nintendo has released some masterful first party titles such as Super Mario Galaxy and Metroid Prime, but corporate overlords with dollars in their eyes went for the cheap cash grab and created movie licensed titles and mini-game collections that were not worth the shiny disks they were printed on.

The Medieval Era

Since the Wii is still making gobs of money people may wonder why gamers are complaining. Allow me to talk about a part of my childhood. In the mid eighties the Atari 2600 was one of the greatest things that had ever happened to me. There were some fantastic games for the console. As time publishers figured they could make some money and flooded the market with cheap poor quality games. Titles were released for such movie classics as ‘Attack of the Killer Tomatoes’ and ‘Megaforce’. Actually watchable movies like ‘Alien’ and ‘E.T.’ also had games made from them, but the connection to the actual films were tenuous and ‘E.T.’ became the godfather of what we now know as shovelware in a very literal sense. LINK Eventually, the really bad games outweighed the even remotely decent games and the bottom fell out of the market. Parents were sick of buying games that their kids found unplayable or boring and no one was really around to teach them which ones to buy. Investing in creating a video game was a losing proposition and everyone walked away. It was a dark time.

It took a bit of marketing trickery and an excellent console like the Nintendo Entertainment System to pull us out and restart the gaming culture again. Kids bough the console and department stores stocked it because of the silly robot that was included, but despite this the experience was fantastic so it kept us playing. In turn this trend kept us buying.

A Bleak Future?

As the year passes the midway mark and retailers start heading towards the holiday rush it is becoming clear that we will have another year of bad game purchases by well intentioned people who don’t know any better. Potentially this could be the death stroke for the Wii. People may get to the point where they realize that their fifty to sixty dollars doesn’t buy them much and so they won’t invest again. This sentiment is heartbreaking because so much could be done with this console and it’s capabilities. I will not be shocked if the two quarters after December turns into desert for games on the Wii and titles will be discounted at a loss for the publishers, just like my Atari experience in the eighties.

I loaned Resident Evil IV to a friend the other day who is not really a gamer but owns a Wii. From the reports it appears that it was a magical experience for him. A high quality title that didn’t have the trappings of a children’s game. He had no idea it existed. I bet if I now recommended titles to him of similar quality he would eventually buy. Since a game can last anywhere from twenty to one hundred hours of play the value beats two hours at the cinema.

Can We Fix It? Yes We Can!

If we can figure out how to get good games to people, the people will buy good games. If people start buying good games then third party publishers will wake up and start producing high quality games. This paired with a bit of a hardware refresh for the Wii (Built in MotionPlus support, better Nintendo DSi integration, High Definition graphics and a decent storage solution) will give us a console that will drive the industry for some time and create some decent competition with the other console players.

The time has come to legitimize video gaming as an acceptable form of play along with other forms of entertainment that people feel are healthy. The negative view of video gaming is largely if not completely illegitimate at this point. People don’t even know why they don’t like video games or they are clinging to the same odd rationale that plagued radio, movies, comic books and television in their infancy. If you love your past time do yourself and the industry a favor, give others the gift of experience that you have had many times over. I lived through a video game crash once, I don’t think I have the strength to do it again.

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Interview with Eitan Glinert, Founder of Fire Hose Games

Talking with Eitan Glinert is like drinking from a firehose. His positive energy and enthusiasm creates a very strong channel– kind of like Austin Powers (“yeah, baby!”) , but with the mojo directed towards games instead of girls.

Eitan Glinert, founder of Fire Hose Games

Eitan Glinert, founder & creative director of Fire Hose Games

Comparing Glinert’s karma to a spurting firehose was not meant to be snarky, but rather one that naturally comes to mind because he’s the founder and creative director of Fire Hose Games, a Cambridge-based start-up established last year. A graduate of MIT (undergrad and masters in electrical engineering and computer science), Glinert got the company name from the saying that getting an education at MIT is like drinking from a fire hose.

Glinert, 26, is interested in making games that are accessible and have a positive impact. While he was at MIT, he created AudiOdyssey, a rhythm game using the Wiimote, that was the first that could be played by the blind. He also created Immune Attack–a game that teaches high school kids immunology– as a research associate at the Federation of American Scientists.

Fire Hose hasn’t published any games yet, but two major projects are in the works, slated to debut next year. I talked to Glinert about the projects and his philosophy about game development.

Q: What can you tell me about the games you’re developing? I hear that they’re kind of hush-hush.

A. Well one is really hush-hush and I can say next to nothing about it, other than it’s going to be awesome. The other is slightly less hush-hush.

Q: Tell me about the less hush-hush one.

A: The game is a 4-player co-op game, and it’s going to be digitally distributed , which is important because those platforms are good for new, small, independent developers. We want to make a smaller game, something weird… we’re not sure which platform we’re going to use yet.

Q: What’s it about?

A: It’s about superheroes. In all the superhero stories, you have these superheroes fighting the bad guys, and after a long fight, they win by a hair. But if you think about it– what are they saving? They’ve destroyed half of the city in the process. So our game kind of picks it up from there. You go to the mayor, expecting to get a medal, and he starts yelling at you because you did more damage than the monsters. Your task is to rebuild the city, but there are new monsters. You have to deal with monsters but also think about the damage you create. It’s very engaging. It started out as an architecture sim, but then we wanted to get into green technology and sustainable buildings.

Q: Let’s talk about Fire Hose. Why did you decide to make your own company?

A: I wanted to make weird videogames, but didn’t want to answer to other people. I wanted to make videogames that have a positive impact, and unless you’re at the top calling the shots, it’s hard to do what you want. I have good ideas on how to make games.

Q: How would you describe your corporate culture?

A: Everyone’s opinion matters. No one’s a gear in a machine. We’re only six people now, but everyone is awesome and way smarter than me. We try to make things enjoyable. The industry has a habit of grueling its workers, but we work 45 hours a week. Except for me, I work like a dog.

Q: Looks like things are rolling along.

A: Things are on upswing, but I’m still not taking any salary– hopefully, I’ll be able to start doing that soon.

Q: Do you play games outside of work?

A: I play an hour or two a day. I don’t play sports games so much because I actually play sports [Glinert is an avid hockey player] and not too many first-person shooters. I love the new Xbox and Steam, and all the time manipulation and puzzle games like Portal. Of course, I also play the games everyone else plays, like Zelda.

Q: When did you start playing games?

A: My father is a computer scientist, so I grew up with a computer in the house, which was a big deal in the early 80s. My parents, however, would never buy me a console, so after I got a paper route in 6th grade, the first thing I bought was a Super Nintendo. Naturally, they couldn’t say anything because it was my money. I still have it at Fire Hose and it works fine. After that, I didn’t play until college, and once I started making Immune Attack, I started playing a lot because you can’t make a game without playing games– like you can’t make a movie without watching movies.

Q: Do you enjoy what you’re doing?

A: Yes! I think most people– men, and probably women, too– would give up their right arm to do what I do for a living.

Q: What kind of impact can games have?

A: First of all, we can improve people’s attitudes towards science and engineering. I think there’s a lot to be learned from games. It’s like giving someone a fish as opposed to teaching someone how to fish. Maybe if the scientist is a hero in a positive light, people will get excited. If they’re thinking of architecture [in a game] maybe that will inspire them to read a Wikipedia article or get to know that Frank Gehry is a douchebag that built the Stata Center.

Secondly, what if videogames could be art? There could be tons of neat stuff that people produce and share with their peers. Finally, we have to figure out new interfaces to make games more accessible so that people can interact with games. No one could think of Wii sports before the Wii. What can we do with new technology?

Q: What do you see yourself doing in 10 years?

A: Wow, that’s a hard question. I’d really like to go to Mars. I hope NASA recruits volunteers. I’d also like to have made great games that push limits and turn heads. Hopefully, I can influence how people make games.

Q: Do you think game developers should have a moral obligation?

A: I’m not going to force my thoughts on other people, but I think it would be good if developers could feel like I do. People can spend days, even weeks on games. I think game developers have a responsibility. I don’t like addictive and time-consuming games. I’d rather make games that have more benefit to the user.

Filed under: [interviews], industry

Interview with Virtual World Moderator Pam Taggart

In cyberspace, Pam Taggart is in charge of keeping things under control, kind of like a police officer. But the role of a cyber police officer is different from that of the real world.  Ms. Taggart is the operations manager for Metaverse Mod Squad, a company that provides avatar staffing in virtual worlds. She is in charge of moderating virtual worlds such as the sim for Gossip Girl in Second Life and Pandanda, a flash-based virtual world for kids featuring panda bear avatars. But what exactly is a moderator? Ms. Taggart and I met at the Mod Squad headquarters in Second Life, where we talked about the duties of a moderator, the skills required for the task, and how different it is from a 9 to 5 office job.

pam

Pam Taggart's Second Life avatar

Q:  Why does the Gossip Girl sim in Second Life need a moderator?

A: We do a little bit of everything. Gossip Girl of course is a Warner Bros. product, and we are here to protect their brand and make sure the residents follow the rules that Warner Bros. has established. A very large part of what we do though is entertaining– planning events, hosting parties, greeting new residents and orienting them to Second Life.

Q: Could you give an example of those rules?

A: Essentially they want it kept PG. No vulgar language, nudity or overt sexual behavior.

Q: It seems somewhat strange that Gossip Girl forbids sexual content.

A: We run into that quite a bit, what they air on the show we don’t allow to occur on the site.

Q: So what do people do (in the Gossip Girl sim)?

A: We have an events coordinator and they plan and throw some amazing parties. Each night we host an event or party and bring in live musicians for events from around Second Life. We have a really great group of regulars that have made Gossip Girl their home.

Q: So you’re cyber police/tour guide/party host?

A: Yes we wear many hats.

Q: How many moderators do you have? Do you work from the office or remotely?

A: For Gossip Girl we have about 15 moderators at this time. We all work remotely, we are spread all over the world.

The Upper East Side, part of the Gossip Girl sim in Second Life

The Upper East Side, part of the Gossip Girl sim in Second Life

Q: Other than typing skills, what kind of skills do you look for when you hire people?

A: We look for very outgoing vibrant people who can communicate well in both live chat and type. They have to be quick thinking and be able to keep a cool head in difficult situations.

Q: Can you determine these characteristics without meeting them in person?

A: We have become very adept at finding great team members. If they can survive a virtual interview and communicate well during that, it’s usually a great indication that they will do well as a moderator and often times we are very familiar with them in the real world.

Q: Do you have stipulations on how the avatar looks or dresses?

A: All of our moderator avatars look exactly alike with just slight variations; we all wear the same uniform. The hair is the same, it makes us very easy to identify.

Q: That’s really interesting. It’s kind of like a robot, but not a robot. Could someone make a living in real life being a moderator in Second Life?

A: Yes, we have several stay at home moms who work quite a few hours and it’s a great way to bring in a second income for their family while allowing them to stay at home with their kids. We also have some folks who have higher educations and do it for extra spending money and for the love of it.

Q: What is the male-female ratio of the moderators?

A: At this time, out of our 50 or so moderators, we have 2 males, so the female ratio is much higher. As we branch out into more male dominated sites I’m sure that will change.

Q: But most of the sites you’re doing are for kids, right?

A: Correct! And that tends to attract the more motherly types who want to moderate.

Q: Let’s turn our focus to some other projects that you do, like Pandanda.

A: Pandanda is a virtual world for kids, they have some great games you can play in there and it is also a socializing site.

Q: How does your moderating duty work out there? Is it like Gossip Girl where you’re openly acting as hosts, or more discreet?

A: Right now we are doing more moderating. We operate in stealth mode about 50% of the time.

Q: What does stealth mean?  Are you totally invisible or a panda in disguise?

A: We appear transparent and the kids can’t see us at all.

Q: Are moderators required to give reports?

A: Yes, after each shift a moderator gives a detailed report and then as project leader I do a detailed daily report to the clients.

Q: What are you looking for? Bullying, or obscene language…?

A: We keep an eye out for any inappropriate behavior

Q: Have you come across that yet?

A: Yes, kids love to test the limits. They love to figure out how much they can get away with, how they can bypass the word filter. They get very creative.

Q. Do the children know you’re a moderator? How do they react to your presence?

Pandanda moderator (top) and screenshot

Pandanda moderator (top) and screenshot

A: We have a special last name, PandandaMod, and we wear a yellow t-shirt with a big M on it. Our chat bubbles are also purple so it stands out. So far, the moderators have been treated like rock stars in Pandanda. When not in stealth mode, we get swarmed– we take the kids on tours and play games with them.

Q: I guess the companies use moderators to assure parents.

A: That is a big part of it, knowing your child is on a safe site goes a long way.

Q:  What would you say are the pros/cons of being a moderator?

A: The pros are getting to work from home! I really can’t think of any cons– things get crazy busy but it’s all fun. We get to play all day.

Q:  Is it hard to explain your profession to people in real life?

A: Yes it is! They all look at me like I’m speaking a foreign language. It’s getting easier now though that more and more folks are becoming involved in social networking sites, but my 90 year old grandmother still does not quite get it.

Q: Do you work on weekends too?

A: I work 7 days a week pretty much.

Q: Wow. That must disrupt your private life.

A: Since I’m at home it does not seem as difficult as if I were leaving home every day. I’m not tied to the computer all the time: I get errands done, meet with friends… it’s all very flexible. My family is in Alaska so when I go to visit I work from there. As long as I have my laptop I can work anywhere.

Filed under: [interviews], industry , , , , ,

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