Nov 072005
 

Over at the Korea Times. More of a “books noticed” thing. They say:

Theory of Fun for Game Design (Chaemi Iron)
Raph Koster, translated by An So-hyon; Digital Media Research: 259pp., 15,000 won

Korea is now the undisputed hotspot of the world’s computer game industry. The blockbuster game Starcraft is known to boast more than 17 million fan base here. An e-sports-only stadium is reportedly to be built in Seoul to meet the explosive popularity of the online games. The author Koster, one of the most successful game developers in the world, who made “LegendMUD,” asks what fun is and, more, what makes people feel fun. According to him, the human mind tends to and likes to process information surrounding itself into certain patterns, procedures or schema. With the simplified versions, people can later apply with less thought in identical or similar situations. Games primarily feature core patterns and mechanics which players learn via playing them. And the mind feels a sense of fun while learning. If the games are either too difficult or too easy, the gamers would not find it fun, the US game developer wrote.

I of course must point out that a) I didn’t make LegendMUD by myself, not by a long shot (and by the way, it’s an odd game to pick for the list in the book review!); b) I doubt that I am in the top 50 most successful game developers in the world.

I do find it interesting that the paraphrase that reviewers seem to repeatedly choose is also the most fatuous statement imaginable: “games shouldn’t be too easy or too hard.” Well, duh.

Nov 062005
 

Honoring all the clichés,
Evanescing like cottony candy,
Like cotton itself, soft twists torqued,
Tangled, aloft with imagined
Wild dragons–their qualia lie:

Our visions, our worships,
Are tepid, not rapid; have ice
In their bellies, not fire.

As we claw our way,
Damp and surrounded, through
Serpentine guts, grim gray tangles
Of mist, I see Tintagel’s battle
Is fought yet again:

We are lords of the sky;
We have burst from our stone;
This is dynasty.

Smartbomb

 Posted by (Visited 7342 times)  Game talk, Reading
Nov 052005
 

Here I am in the Tom Bradley International Terminal at LAX, waiting for my connection to Taipei, which has now been delayed by 2 hours. This means that I’ve already knocked off the first book I brought with me ont he trip, which is Aaron Ruby and Heather Chaplin’s Smartbomb.

I spent several hours with Heather in an amazing interview a couple of years ago, and another hour perhaps at GDC 2005. The book that she and Aaron have written is essentially a cultural history of videogames, a glimpse at the passions, politics, and personalities of the gaming world. I’m in it, and so are Rich Vogel, John Romero and John Carmack, CliffyB aka Cliff Bleszinzki, Seamus Blackley, Mike Zyda, Will Wright and Shigeru Miyamoto. Rather than trying to capture everything about the gaming world, this book is written more as a series of looks into individual people and projects, and each is chosen as a frame for the issues that the writers want to talk about.

And what do they want to talk about? The ways in which art and commerce live in tension. The quasi-rock-star celebrity that games can attract, and then the ways in which that can damage people. The curious sort of intellect it often takes to succeed in working in games, and the outlandish characters who result. The authors play up the alienness of many of the developers, the perhaps Aspergian distance, the obsession with models and minutiae, as if to make the point that these are not the people you usually deal with. Heather told me when interviewing me that part of what she discovered during the writing of the book was that she wanted to know “why so many of the brightest people I’ve ever met are making games.”

From inside, of course, it doesn’t always feel that way (though I do know several people, people you wouldn’t expect, who say they simply cannot communicate with Will Wright because he’s too out there). This outside perspective is valuable, especially as the industry continues to evolve rapidly in a swirl of big cash and small ambitions.

Much of the story depicted here is of art and idealism and perhaps most importantly, love of play, finding itself caught up and co-opted in goals that wander a bit afield–training soldiers, fighting for corporate ownership of the boardroom. A bit of an agenda creeps in in the authors’ tone–there’s a clear sense that they too, are horrified along with the graphic artist who asks if the makers of America’s Army are insane, that they are more on Seamus Blackley’s side when he argues for creativity than J Allard’s when he gives away HD TVs and proclaims the day of the microtransaction in the struggle for the soul of the Xbox and the living room entertainment experience. And there’s something downright elegiac in their treatment of Nintendo.

The book has some minor inaccuracies — I’ve never lived in the Philippines, and I never got beat up in school, and I don’t think my smile is supercilious (you tell me!) — but as a look into the realities of why many of us in the industry do what we do, and as a primer on where the heart of he industry has been and where it is going, it’s invaluable. Definitely give it a look.

BTW, there’s something really eerie about reading about yourself as a character.

They’re doing reading events across the country; I was supposed to be at the San Diego one but cannot make it since I will be in Korea. John Donham is there instead. Let me know how it goes.

Off to Asia

 Posted by (Visited 5484 times)  Game talk, Misc
Nov 052005
 

I fly out for Taiwan and then Korea later today. I’ll try to keep updating as I can–you should still expect a Sunday Poem, for example. I also went and got a nifty new digital camera yesterday, so I may drop some pics of Taipei and Seoul on here.

I’ll be at the Korea Game Conference from Wednesday through Saturday, and giving a keynote speech called “The Destiny of Online Games” on Friday.