Jun 2006
I Like my Xbox360
About a month ago I finally bought my own Xbox360. And though this sounds strange for me to say... I actually like it.

Of course I also had an original Xbox. I hated the design of that thing. Still do. In my opinion the Xbox was one of the worst-designed, worst-implemented pieces of crap I had to have in my house. It's big, it's god-awful ugly, it's noisy (mine has a really loud hard drive, I think), the controller was the worst thing since the Atari Jaguar. The whole thing's vibe is basically "Hi, I'm an Xbox. I'm a cheap, cynical piece of shit."

Not the 360 though. I actually
like this thing.

First of all, it's not ugly. The shape of it is not unattractive (though I wish I had never heard the word "inhale" applied to it). And it lights up in attractive ways. Also the correspondence between the (very nicely done) controller and the box is well done. Of course all this is fairly moot for me, because I put the console in a closet, wired to my projector and stereo system.

Which brings up the next nice design item, the wireless controller (please, let's not talk about that 'core system', which sat on store shelves saying "Hi, I'm an Xbox 360 core system. I'm a cheap, cynical piece of shit."). The wireless works effortlessly all the way back into my closet, and does nice things like power the console on and off remotely. Well done.

The 'dashboard' is nice too, and represents probably the first real innovation that the xbox project has brought to the console world. Presenting the player with a real front-end, not just a glorified preferences panel, is really cool. I have my own gamertag, and though I haven't played a lot of 360 games yet, it works well and makes sense. (Again, I pity the fool who bought that crappy core system with no hard drive. How does that work, anyway?)

I could go on about several other nice decisions made in the 360's implementation, like multiple user profiles and the wonderful Live Arcade concept, but suffice to say, well done Microsoft. It's merely an evolution (I'm waiting for the Wii for real innovation), but it's very welcome evolution at that.

If I had to register one complaint, it would be with the abovementioned Live Arcade. As soon as I got the machine up and running (which had its hitches - setting up the whole passport business was a useless pain in the ass), I immediately went to Live Arcade, expecting to be deluged with stuff to try, to be overwhelmed. Instead, I was decidedly underwhelmed. The only game that really attracted my interest was Geometry Wars, which is great but I expected more of its ilk, even stuff that probably sucked. So far, though I love the Live Arcade concept, I'm not impressed with the content. Hopefully this will not devolve into a complete lost opportunity.

The last Microsoft product that I really
liked was Word 5.1 for the Macintosh. I think that came out sometime around 1991. Fifteen years later, MS has finally produced another product that I like. Good work lads.
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Electroplankton
So I finally played Electroplankton. Electroplankton is...sort of...the latest in the long line of music games referenced in the prior post.

But mostly, it's not.

I became fascinated by Electroplankton when I read an interview with creator Toshio Iwai (who, I might add, gets his name on the cover, and a profile in the booklet, just like an artist should, God Dammit). Iwai had already made a name for himself as an 'interactive artist' and mentioned that one of his frustrations was that unlike a painting or sculpture, or even a piece of music, his interactive works required hardware which inevitably broke and/or became obsolete, and he knew that little of his work would outlast him. Given that one of the top conceits of an artist is immortality, that must have been driving him nuts. With the DS however, he knew that millions of copies of the hardware, and thousands of the software, would be made, and enough would be collected and preserved to insure that his art lived on. I thought this was a cool thing to think about...so I bought Electroplankton and checked it out.

After just a few minutes with the game, the 'interactive art' roots of Electroplankton became very clear. I've gone to a number of interactive art exhibitions over the years (some were actually pretty cool), and the vibe is just like being surrounded by giant size iterations of Electroplankton. Also when I read that Iwai spent time as artist-in-residence at the Exploratorium in San Francisco, well it all made perfect sense.

The trouble with interactive art is, in my opinion, that it is usually so short-lived. Interactive art exhibits are designed around the idea of gallery or museum displays, or at best temporary installations, and seem to assume really limited attention spans on the part of the user (the grim reality is that, despite the stereotype, the 9 year old gamer has an attention span infinitely longer than the 40 year old art lover). Electroplankton suffers from this as much as any other interactive art I've seen, and it makes it a real downer as a game, as it is (a) over way too quickly in terms of entertainment, and much more importantly, (b) has very little learning curve or mastery. I think that it could have been a ton better if some game design principles had been applied to the art.

To illustrate the point, I'll describe my two favorite modules of Electroplankton, 'Hanenbow' and 'Lumiloop'.

Hanenbow: At Least it Has some Gameplay
Like all Electroplankton modules, Hanenbow is dead simple. A cannon fires a little electroplankton (and they are awfully cute) toward a big flower stalk, where they will bounce around on the leaves, playing notes like a wind chimes. The player can adjust the angles of the leaves to create different bouncing trajectories of the plankton, and end up with interesting and eccentric rhythms and melodies (this one is
very Exploratorium).

The coolest thing about Hanenbow is that it's also a pretty cool little puzzle. If you can set up the angles of the leaves just so, and cause the plankton to reflect large numbers of times across all the leaves, the leaves will eventually turn red. If you can get all six leaves to turn red, a big white flower blossoms at the top of the plant, with an accompanying, dissonant tone. The first time I did this (and I did so on purpose - the puzzle design is quite nice that way), I thought I had found an easter egg or something...but this is really just about the only real 'gameplay' in Electroplankton.

Discovering the puzzle in Hanenbow was cool, but made the rest of the game feel like a bit more of a letdown. I wished there were similar puzzles, with their attendant success cases and learning curves, in the other modules.

Lumiloop: Brian Eno Simulator
Really, most of Electroplankton could be called a Brian Eno simulator, with its synthesized violins tuned to the pentatonic scale. But Lumiloop is the most Eno-ish. The mechanism is sort of a spinning-plates trick with the stylus, and you can spin any of five discs on the screen (the pentatonic scale, unsurprisingly). Spinning them more rapidly gives more sustain and will eventually lead to higher harmonics. It's really neat.

The trouble is, not everybody wants to re-create
Music for Airports. I wanted to get a few new notes, and play with them as well. The gestural mechanism is really great, why not make it a much more full-featured musical instrument? I wanted to be able to grab the discs and drag them around and rearrange them, and maybe instantiate new discs on new notes, and arrange those. All of it would work fantastically with the stylus.

So whereas the existing Lumiloop works great for something like an installation, it just isn't enough to live with long term, and ends up disappointing in the context of a DS game.


All of this aside, and taken on its own merits,
Electroplankton is really cool. It's a lot more than just a little sequencer with a funny theme. It's a genuine little piece of interactive art. But I think that Electroplankton serves as a great example of the difference between interactive art and game design. While they do have a great deal in common, interactive art ignores the game design fundamentals of learning, challenge, failure and success, and completeness (an interesting game design notion that deserves definition...in another blog entry).

Still, I'm really glad that
Electroplankton got made. I'm even more glad it got published internationally. I'm really glad that Toshio Iwai's name is on the box cover, and I'm even glad I bought it.

But if you want to borrow it...I'm kinda done with it.
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Why are Music Games So Big?
Something that's kind of been on my mind lately is, why are music-based games so popular and numerous?

As you can imagine this musing has its genesis in picking up
Guitar Hero again. That game is just so damn fun.

The first music game I remember playing was a DJ simulator called Beat Mania. This game was first a coin-op in Japan, and eventually came out for the PS1 console. Like Guitar Hero it came with a special controller - this time it was a small keyboard and a rotating disc that was an emulator for scratching an LP record. In many ways, Beat Mania was extremely similar to Guitar Hero. It used a simple, custom plastic controller, notes scrolled up the screen and the player had to try to match it to succeed. The 'turntable' was very similar to the whammy bar and motion sensor in the Guitar Hero controller in usage - the player used it to gain special advantage and points.

Beat Mania was never a big hit here in the US - I had to buy the controller from Japan (and I later lost it - I sure wish I still had that controller), where it did much better, and became the genesis for what Konami has subsequently called the Bemani games.

The seminal music game for me though was definitely Parappa the Rapper. I don't know how this makes me look but I loved that game as I have loved few others. I beat it every possible way imaginable (including all the "freestyle" modes). Something really clicked for me with that game, and its blend of incredibly goofy characters, an almost inhumanly goofy story, and some very catchy music. But none of that would have mattered - I would have watched Parappa once, maybe twice at the most on my iPod Video (if they had had iPod videos back then). But the play of it, the chance for success or failure, the knowledge that my own impeccable sense of rhythm (you gotta believe!) was propelling Parappa toward romance with Sunny, and helping him befriend a rasta frog, pastry cook chicken and of course chop chop master onion, that made it so much fun.

Like I mentioned, I really beat the hell out of Parappa, including the 'freestyle' mode in which the player just tries to fit the rhythm and melody, without strictly following the prescribed sequence. It's hard to do, and there's no possible way to write a strategy guide for how it's done. You just have to really get to digging the tunes, and then it sort of happens.

Hip modern psychologists call this phenomenon "flow". It's a sort of transfer forward of the subconscious into actually controlling our actions. It's been well-demonstrated that "flow" occurs frequently for game players. This was first shown, unsurprisingly, with Tetris, but is now well-understood as a frequently occurring phenomenon in game play. And I'm completely certain that it is a big part of playing music as well. I played a lot of music as a younger person, and I remember having that feeling like it was practically effortless, and the the more effortless playing was, the better it became. It was sort of a superconductivity of expression.

So if games can produce flow, and music thrives on it, I find this marriage ultimately unsurprising.

Games have exploited this convergence in varying ways, and with varying degrees of success. I think the important thing to remember is that music games' popularity with gamers cleaves to much the same rules as ordinary games - the games must have great mechanics, and must also have compelling worlds or characters or other elements to pull the player in to the experience.

An example of a failure in this respect is Tetsuya Mizuguchi's
Rez. I personally loved Rez, and it's one of the rare games that I've actually played through start to finish multiple times (three at last count) just for fun. But Rez bombed by sales standards...I think it was outsold even by Mizuguchi's rebelliously niche Space Channel 5 (another music game I beat...sensing a pattern here?). But for as much as I thought Rez ruled, I knew right away it wasn't going to hit a big audience. Mizuguchi was open about trying to create a sort of reverse of the synaesthesia supposedly experienced by painter Wassily Kandinsky (for what it's worth, Rez led me to become a big fan of Kandinsky's art). It's great, but awfully niche, and just being a music game with great mechanics was not going to push the game over the hump. Indeed, Mizuguchi-san refers to Rez as his greatest failure.

Guitar Hero meanwhile continues to sell great, and is now onto its sequel. Alex Rigopolous of developer Harmonix has said that Guitar Hero is not a guitar simulator - it's a rock star simulator. And this is a really key point. A rock star simulator is a great fantasy-fulfillment environment for the player, the same kind of motivation that leads us to play sports simulators, military games etc. It's a hit for this reason.

Anyway back to 'Ziggy Stardust'
for me. Man I love music games.
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Letter to Congress; follow-up
In case you hadn't been paying attention, the games industry is facing a pretty serious threat right now from the US Congress and various other legislative bodies. it's an election year, and a popular theme these days from all stripes of politicians is social conservatism.

As usual, the politicians have sought an enemy, and when it comes to this socially conservative trend...folks that enemy is us.

While there are a myriad of reasons for why games have been identified as the enemy, I think that foremost is that we have made ourselves an easy target. Just like movies, rock and roll, and especially comics before us, we have made ourselves terribly easy targets for politicians to attack us. To wit:

• Most of the practitioners and players of games are young, and politicians are perfectly aware that we do not vote.
• A lot of the content in our games is fairly outrageous, particularly when looked at out of context.
• We have not made a strong case for our medium being worthy of first amendment protection, i.e. that games are "speech" as interpreted under that amendment.

There are things we can and should do to address all three of these issues, and though I believe that the legislative approach is a ridiculous dead end, nonetheless I find these to be healthy ideas for our industry.

Yo, Just Vote!
The first is, simply, vote. I'm not suggesting that you become a single-issue voter; that's irresponsible. But keep an eye out at the video game voter's network website...stay informed. And acting stupid vis-a-vis video games seems to be a completely bipartisan effort, so any faith in either of the parties to act reasonably is misplaced; you'll have to do research yourself on this one. It stuns me how many of my colleagues do not vote, and there's no excuse for it.

Find the Big Picture
Second, take care in conversation to contextualize the games that are being singled out for their violent and/or sexual content. While scenes viewed on their own are most certainly shocking, if you're speaking to someone who might not really 'get' the issue, point out that these are very much taken out of context.

I find it interesting for instance that there seems to be a linear relationship between a game's level of violent content, and its depth of story. This cannot be coincidence. And when a game fails to meet this standard, the result is usually intra-industry derision, such as with a game like
Postal, which we pretty much love to hate. Ted Price did a marvelous and somewhat insidious job of pointing this out in his amicus brief filed in the appeal against the now-infamous Louisiana law; by detailing the intricate plots of the games in question (and giving away more spoilers in 21 pages than should legally be allowed), he demonstrated clearly to the reader that these games put their violence in a complex context.

Don't Be Afraid of the Art
Last and most importantly, we need to talk seriously about whether video games constitute a protected form of self-expression, or what the constitutionally minded hoi-polloi call "art". This is a discussion we need to have more of in general, and is about to become a fixation of this blog. But let's just kick it off here, shall we?

First, let's set something straight about where the medium and the content intersect. To say that a medium is capable of rising to the level of "art" is by no means to say that all of its content will rise to that level. There's a hell of a lot of crap on the shelves of Barnes and Noble, but there's also
Moby Dick and The Satanic Verses (which is a great book, by the way).

Yet, games are currently being judged using a 'guilty until proven innocent' standard, under the assumption that the core values of games are inevitably prurient and/or exploitative. You and I both know this is is garbage. But in order to effectively counter the argument, we need to, subjectively and qualitatively, single out the games,
and the game artists who rise above and create genuine art. If you can't think of any, think harder.

If you find games that you think qualify, do a little research and find out exactly who is responsible for the portions of the game you feel are artistic. Drop that person's name in conversation. Think about it: it's a hell of a lot easier to condemn a faceless industry as cynical and tasteless than to condemn the ambitious auteurs of games. Here are some names to get you started: Ueda, Kojima, Takahashi, Mizuguchi. (Hey, isn't it interesting that the Japanese are so much more willing to promote their individual designers than Americans and Europeans?)

By positing the games medium as being
inherently capable of rising to the status of art, which I believe it is, it becomes a lot easier to make the argument that games deserve the same default protections as are already afforded to other entertainment media such as film, books or music.

It is up to
us to make this argument, and it starts with looking our own selves in the mirror and seeing a potential artist. This is a Good Thing. Will we all create "art"? Certainly not. I'd argue that I personally have not (more on that in a later post). But I would just as powerfully argue that if I had the right vision and business opportunity, there is nothing about games as a medium that would prevent me creating art. Maybe someday I will; indeed I fervently hope so, and I hope that many of you do too.
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Letter to Congressman Adam Schiff


Adam Schiff
US Congress, California 29th District
326 Cannon HOB
Washington, D.C. 20515


Mr. Schiff,

I am writing to you as a successful member of the video games industry, who lives and votes in your district in Pasadena.

A number of issues pertaining to the games industry have appeared recently on the legislative agenda, and I wanted to give you an insider's point of view on these issues. I also would like to personally extend an offer to answer any questions you may have as you consider the inevitable legislation likely to pass your desk in this election year.

If you'll forgive the somewhat long letter, I would like to address the following:
The role of the Entertainment Software Ratings Board (ESRB) within the industry, including its methods and perception.
Recent testimony before the Subcommittee on Commerce, Trade and Consumer Protection by among others, Patricia Vance of the ESRB, and Dr. Kimberly Thompson of Harvard University

The ESRB
I would particularly like to call your attention to the ESRB and its work. The ESRB was established in 1994, which is within my tenure as a game maker. Unsurprisingly, there was a great deal of resistance to the establishment of this voluntary ratings board at the time, but it was successfully founded, in no small part due to a very effective "someday you'll thank me" campaign by Doug Lowenstein of the Entertainment Software Association (ESA).

In the past 12 years, the ESRB ratings have become a part of the fabric of the games industry. Indeed the ESRB's "E/T/M" core ratings have become an industry shorthand for the intended target market. Since the ESRB ratings were adopted, I have never worked on a game where the intended ESRB rating was not known before full production began.

We are all aware that the ESRB system has its flaws, and principal among them is the reliance on publishers to provide videotapes of the important portions of the game for ratings consideration. There is no practical way around this issue. Most games take between 10 and 20 hours to play thoroughly for a highly skilled player, and the ESRB's raters are generally not part of this highly skilled group. Even if they could invest the time, raters would inevitably miss some of the "nooks and crannies" of the game, and rely on the publishers to reveal these to them, along with any secrets or overtly hidden content.

I know of no publishers who have done this in anything other than good faith. However I commend the ESRB for its recent policy of up to a $1million fine (and more importantly a suspension from ratings which would be a financial 'death sentence' for a publisher) if a publisher is shown to have acted in bad faith in this respect.

My own experience is that publishers are particularly conservative already in what they submit to the ESRB, sometimes to the consternation of game designers such as myself. Most games, like most movies, do not make money, and if a publisher has to absorb the cost of re-rating (which is substantial once a game reaches retail) it will drive all but the most successful titles well into the red.


The ESRB's Methods
What is particularly alarming to me about the recent testimony before the Subcommittee on Commerce, Trade and Consumer Protection is a misunderstanding of the ESRB and its role and methods. And I'm afraid that Ms. Vance did not make this point adequately clear, especially under the heat of congressmen trying to score political points.

While Ms. Thompson of Harvard's Department of Health Policy made some interesting statistical points in the hearing, it's very important to understand that the ESRB
does not make its rating based on scientific measurements or rules. Rather, the ESRB uses the principle of community standards for its rating.

And this is exactly as it must be. If we as game makers were presented with scientific metrics we had to meet (what Ms. Thompson sometimes refers to as a 'universal ratings system'), it's inevitable that game makers would create a product that adheres to this "letter of the law" standard, but nonetheless violates the community standard for a given rating. The ESRB has made this choice very consciously, because its true accountability is to the community, and to parents in particular, and though a statistics-based system may have made for better arguments, inevitably the ESRB would have lost its credibility with parents.

As far as what constitutes "community standards," this is notoriously difficult to define in any artistic medium, but I will give two guideposts that I use in my own prediction of ESRB judgment, which I have found to be quite accurate. Bear in mind, my ability to predict ESRB scores is an important asset in my job as a game designer.

The first is the "Bugs Bunny Test". I grew up on the Bugs Bunny/Roadrunner Hour, and I still watch it on occasion and love it. By some measurements, Bugs Bunny would certainly be considered violent; however it is generally considered to be acceptable for children, and has been for over 30 years. My experience has been: if it could happen in Bugs Bunny, the game will probably still get an 'E' rating. If it would be over-the-top for Bugs Bunny, then it will probably get a 'T' rating. Like I said, this approach has been very successful for me.

The second test I use is the "Mom Test", based on as you might guess, my mother. My mother is pretty conservative, especially when it comes to violence. So if it's something that she'd still be comfortable with, it will probably get an 'E'. If she'd think it was still tolerable, but not really appropriate, it's a 'T". And if she wouldn't touch it, well that's an 'M'.

As to the latter standard, one of my own games,
Spyro the Dragon 2, was criticized by Ms. Thompson in a 2001 study for being overly violent for the 'E' rating. Yet my mother not only played this game through to the end (which took her some weeks), she also played it alongside her grandchildren who were 6 and 7 years old at the time, which was ultimately a great experience for all of them.




Summary
Mr. Schiff, I am a life-long democrat, and a believer in the role of government to safeguard the public and to insure that it is correctly informed. And I understand completely that the existence and success of the ESRB rating system is in no small part due to the threat of legislative action, which happily we have averted and rightly so.

My message to you is simply: the system
is not broken. Is it imperfect? Of course. But even those within the industry most concerned about depictions of violence consider Ms. Thompson's theories to be on the academic fringe, and ultimately destructive to the quality of information given to parents if her "universal ratings" theory were to be applied.

Again I extend to you the invitation to ask any questions, which I will answer honestly and fully. As a game designer and a parent, I am proud of the difficult work done by the ESRB, and its constant efforts to improve itself.


Sincerely,



Michael John
President, Method Games Inc.
Pasadena, CA
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Data Driven Systems are the Future, I Guess
Making games is rightly characterized as a battle against complexity and inefficiency these days, and there are many approaches to solving this issue. Certainly Agile Development, a recent topic of this journal, is an important response to complexity. But the most important trend, and one that I'm quite sure is here to stay, is the powerful shift toward data-driven development.

First a definition of data-driven development as I understand it. The simplest way of describing it would be to say it is a shift of the programmer toward general-purpose code, while moving specific-purpose functionality to non-technical staff, usually part of the design team. So whereas ten years ago gameplay would have been built primarily by programmers, probably using tools they wrote themselves, now the programmers build more robust and user-friendly tools, and rely on designers to do the actual implementation by entering data in some combination of:
- Points and primitives in 3D space
- Parameters applied to game objects
- Scripts driving behaviors of game objects

My initial reaction to data-driven development has been negative. It violates one of my Tenets of Game Development (which I should probably start writing down somewhere), specifically: "Have the person who's best at doing a thing, do that thing." I felt that when it came time to implement interactivity, the best person for the job would be a gameplay programmer. And to an extent I still believe that.

But I quickly realized that this was not a fully intellectually honest approach. In fact I have never worked on a game where I didn't spend at least some time personally manipulating tools, usually quite a lot. And though this was sometimes the result of desperation, usually it is not - rather these have been situations where I was indeed the person who's the best at the thing.

But this is not why I think that ultimately data-driven systems are here to stay. Simply put, great gameplay programmers are exceedingly difficult to find. Especially as programmers are now expected to be proper C++ engineers, not just hackers, the intersection set between people with great technical skills and great game sense is shrinking year by year. Combined with that is the issue of supply and demand, and the fact that designers are relatively easy to find, in contrast with qualified game engineers. In fact a recent estimate by the USC school of engineering puts the demand for programmers versus designers at 65% versus 5%. While this is almost certainly a self-serving estimate by a school of engineering, even if it's halved the demand differential is dramatic, and this is confirmed by my own recent experience in hiring.

When programmers see themselves becoming increasingly the weak link and consequently those mostly likely to suffer crunch time, it's only natural for them to want to retreat into pure engineering, and push the gameplay onto somebody else via data-driven systems. And applying pretty simple rules of economics, this is not going to change anytime soon.

And that's not necessarily all bad. Having an open acknowledgment of the fact that much of the implementation will be done by the design staff causes us to hire a couple more designers than we might, and to build tools that enable them to work more efficiently. Frankly, most of the pickups, collectibles, and even enemies should probably be placed and tweaked by designers anyway, and having a team that's prepared for this can only make things work better.

But data-driven systems do not solve everything. In particular, I feel that scripting systems are a slippery slope that's best left to someone who can write proper code.

I have several reasons for saying this:
1) Writing a Scripting System is Hard. Essentially this entails writing either a compiler or an interpreter, and these are serious pieces of engineering, even for the limited functionality expected of a game scripting system. We should be endeavouring to remove Hard Problems of engineering from game development, not to add them.
2) The Scripting System Must be Supported. Inevitably the system will be flawed and buggy, and keeping it working smoothly must be absolute highest priority of some technical person on the team. This support task can get very large, especially if the underlying technology is unstable (as it so often is), or if the game spec frequently changes (as it almost always does).
3) There's (Usually) No Debugger. Programmers seem to forget just how useful a debugger is, even if it's just the ability to add printf statements to the code for output to a log or terminal. Especially considering that designers are usually not hard-wired left brain types, the lack of a debugger can be a major headache. Of course you could always write a debugger, but now you're right back at #1 again.
4) IMO, most designers do not have a logical sense of frame-to-frame gameplay. While they can intuitively say "I like it when I see it," they're less likely than a technical person to have the analytical brain-tools to figure out how to get from point a to point b.

As with any ruleset, there are exceptions. Some middleware packages may have exceptionally mature scripting capability complete with a debugger, and this is worth consideration (though the 'support' question becomes even more acute when considering middleware scripting systems). And some design teams may be blessed with a highly technical designer or two. But I consider both of these cases exceptional, and even in these cases I'm not convinced that the gain over just writing behaviors in C++ is meaningful.

So What does a Good Data-Driven System Look Like?
When designing data-driven systems, and I believe that you should, there are two considerations that should be considered paramount:

First, the value of the data-driven system is inversely proportional to the sophistication of object behavior. For simple pickups or moveable game objects, the value of solid data-driven systems is extremely high. For creating unique enemy behavior or complex puzzle states, the value drops precipitously. While a strong, well-staffed technical team may be able to implement these things as data-driven systems, the relative cost/benefit should be carefully considered.

Second, the greater a development is pushed toward data-driven, the more the toolset should focus on rapid iteration time. Ironically, when teams make tools more feature-rich, or when the game gets generally more data-driven, the build cycle times can get longer, not shorter, while simultaneously amplifying the detrimental effect of long cycle times. This double-whammy is the single most important thing to consider in data-driven tools development.

My rule of thumb on tools construction is that if the tools team has 100 RPG-style points to allocate to tools development, and the points must be distributed between tools usability and iteration time, they should allocate 30 points to usability, and 70 points to iteration time. Programmers can create all the slick GUI tools they want, and they are all a good idea...but even the most awkward and opaque tools can eventually be learned; the time wasted in iteration can never be recaptured.

This axiom becomes especially true near the end of development of a project, the point where the dreaded 'crunch time' comes into play. At the end of the project users are intimately familiar with the tools, and are no longer pushing them for new functionality; however (for good games anyway) the designers are deeply engaged in those final, fiddly tweaks trying to make the game perfect - tweaks for which a GUI is all but useless, but iteration time becomes the difference between seeing one's family or not.

Data driven game construction is definitely the future, and it's increasingly the present...but like anything, just saying "let's be data driven" without thinking carefully of its real value is asking for trouble.

And I don't know about you, but I like seeing my family.
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Game Designers and the Third Grade
A few weeks ago I had the opportunity to speak to a class of third graders about game design. I've been invited to do these sort of talks a few times over the years; teachers assume, correctly, that kids will actually pay attention to a professional game designer in a situation where perhaps a local doctor or lawyer might get tuned out. My message is pretty simple - stay in school, study hard in your math and/or art classes, things like that.

It had been a while though, and I've learned a lot over the past few years about what it really means to be a game designer. So I decided before I went in front of the class, it was time to polish my speech a little. And I hope you'll forgive a self-indulgent attitude for a bit as I explain some of these lessons about being a game designer.

Both of my parents were educators (both recently retired), and like Raph Koster describes in his great book A Theory of Fun, I grew up in an environment where this was highly valued. I got a good college education (major: English) and proceeded, much to the consternation of my family, to do very little that could be perceived as 'useful'. And somewhere along the way, I ended up a game designer.

When I first entered the games industry, the idea of being a "game designer" as a full time job was not very common. Most people who called themselves game designers were really programmers, moonlighting as game designers because well, somebody had to do it. Since I had no tangible skills, but seemed to be useful nonetheless, I generally called myself "producer". In fact this was the title on my business card when I worked on my first real game, Insomniac's Disruptor, as what would today be called a level designer.

It must be said also that I never envisioned myself as a game designer either. I loved videogames as a kid, and grew up on the classics both of the home and especially the arcade. (Around the seventh grade I decided I would be what I would later learn is called a 'QA Analyst'.) But as I got older, I always figured that I'd do something more serious with my life. Like, maybe be a teacher, right Mom and Dad? Right Raph?

But somewhere along the way, I've ended up a game designer. And if you're reading this, I don't have to tell you, that's pretty cool. Coming to see just how cool this is, and how frequently meaningful it can be, has been a long process for someone who entered the industry in the early 1990s. It's kind of like when I moved to Los Angeles - I always figured I'd leave eventually...and yet here I still am. And I have a great career. Coming to understand this, has made all the difference.

I suppose I should get back to those third graders. I figured, any jackass can tell these kids to stay in school and do their math homework. Sure maybe I had a little extra street cred with the kids, but it actually felt a little dishonest not to tell them at least a little about how to be a game designer. I mean, isn't that why I'm there?

I thought about this a lot the morning of the talk while in the shower (like lots of people, this is where all the good ideas happen). I thought, I'll talk to them about what really matters if these kids want to become *great* game designers. And I figured, I'll cap it off with a secret weapon - I'll show them that they are already game designers. I had my speech.

The early part of the speech went as expected. The kids' teacher had wisely had them prepare the day before by writing down questions in their journals, so I got some good ones, like:
- "How many people does it take to make a game?"
- "What's your favorite game?"
- "How long does it take to make a game?"
- "What's your favorite color?"

OK, so they're third graders... Happy

As the talk was winding down, I told the kids that if they wanted to be game designers they should play games, that games are fantastic...but that if they wanted to be great game designers, that wasn't enough. I told them the story about Mr. Miyamoto, who remembered the fields and caves of his youth when designing the Mario and Zelda games. I told them that the best ideas I've had have all come from movies, from books, or just from playing around outside (all true, BTW). I had these kids. Now time for the finishing blow.

"How many of you have designed a game?"

I figured, you ask this to a group of high school kids, not a single hand will go up. Why should third graders be any different?

My bad.

Easily half of the hands in the class went up. Kids described playground games they had made up or adapted from traditional games...one kid had made a sort of primitive board game with her sister. One kid went off on an elaborate tangent describing what amounted to a space RPG, all of which took place on his backyard play structure. Eventually it disintegrated into a contest to describe who had invented the best way to torture a pet with a squirt gun, so I cut it off (they were third graders after all...). But the damage was done. I was stunned. These kids invented games as a matter of course; creativity came to them as naturally as getting up in the morning.

Though I was off-balance throughout this time, I realize now that I achieved exactly what I had hoped to. As the kids were leaving the class, and were supposed to head off to their phys ed activity, they were collaring me at the door, describing even more games they had invented. The spark was there...they were making the connection between their own innate and natural creativity and what the "hero" does. They no longer were interested in what I had to say, so much as to have me help them understand what they themselves had been doing.

There are many lessons in this. Not least is, as game designers, or indeed as people doing anything creative, it frequently behooves us to think like third graders. Third graders do not pre-judge their own ideas; they begin playing and keep playing and modifying the rules until the game gets fun. How many variants on 'tag' did you play as a child? How many variants of a simple race? See what I mean?

Another lesson, and maybe this is just for old, insecure fools like me, is that making games is not just good because it encourages rigorous study of 'real' academic subjects. Making games is inherently a Good Thing. Games are part of how we integrate and come to understand the complex, formative experiences of our youths. And gee, how much of psychology, of literature, is about this?

It also begs a question for me, a question that's been bouncing through my mind a great deal over the past year, which is whether the center of games is indeed play, if it is "simply, fun" as Iwata-san of Nintendo says...or is the experience of a game as an adult fundamentally different from that of a third grader? Much as campfire stories evolve into great tales, do (or should) games become something where adults can explore the larger issues of self and society? I don't know.

But the final lesson, the one that I'll take to the bank, is that the one thing that game design gives me maybe more than anything else is the skill of a teacher: empathy, the ability to see from an outsider's perspective, and the ability to stick with a pedantic goal and roll with the punches. And not least, the ability to inspire. Raph Koster was right. See Mom, See Dad? I became a teacher after all.
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My Favorite Serious Game: Prius
About a year ago, faced with a huge excess of driving, I traded in my Audi S4 on a Toyota Prius.

I was pretty bummed about this. The S4 was a very fast car; being able to touch 100MPH in one's daily commute is just plain fun. But it ate a lot of gas, and the green in me could no longer brook the amount of hydrocarbons that came out of the tailpipe. So I got on the waitlist, and picked up a Prius.

Now that I'm in the club of Prius drivers, I know that there is a secret handshake, which is to discuss what mode you like to use the touchscreen display in (or, whether you've rear-ended anyone yet because you were watching the display). This display is a central part of the Prius experience.

For the uninitiated, I'll describe what this is all about. The Prius is a "full hybrid", which means that it can run completely off the gas motor, completely off the electric motor, or any combination of the two. This balance is controlled by a computer running a sophisticated set of algorithms that take into account the current battery charge, the electrical load (from the air conditioner, for instance), current speed, position of the pedals, etc. When Toyota built the Prius, they decided to expose this computer process to the user, using a video display in the center of the dashboard. Along with showing the process, the display shows the current charge of the batteries, and constant real-time updates of fuel economy.

I'd be curious to know why Toyota decided to do this. It's arguably fairly dangerous; I know of at least one person who has had a collision at least in part because of this display. My best guess is that they did it because of the "because we can" factor, and also because they knew it would help push the nerd appeal for the early-adopter set (guilty as charged).

What we have though, is in essence a game. Or what we would call in the current parlance a "serious game".

I've actually been driving cars that had a fuel economy readout for years, starting with a Volkswagen Passat I bought in 1997. But that simple numerical display while amusing for a while didn't have anywhere near the appeal of The Prius Game. The Prius Game is waaay more fun.

First, Prius has a built-in advantage, which is the 'fuzzy' break between the gas and electric modes of transit, and the all-important feature called regenerative braking (how the battery is recharged when you decelerate). A straight gas or electric car would have only part of this functionality.

Second though, Prius has an excellent interface. When you first start driving a Prius, you'll probably find yourself staring at this display a lot:


With its colorful animating arrows and rotating wheels, this display is eye-catching, and also reveals the moment-to-moment decisions the computer is making regarding where to budget the various energy flowing around underneath the hood.

I call this "training mode".

After a few months though, you'll start to learn the computer's tricks, and begin the process of optimization. For optimization, you switch over to this screen:


This mode, which shows history as well as current status, I call "advanced mode."

Now I'd say this driver has a nice high score going. The fact that there's a limited number of little leaf cars present proves that this is not a simple downhill glide. And 88 degrees is pretty hot, meaning that most likely the AC was robbing a few horsepower off the top as well. We're looking at a driver with some skills here folks.

In fact, a quick google search comes up with some great quotes:

"I just ordered a fuel-economy computer that I can plug into my car's ECU. Soon I too will be able to turn driving into a real-life video game." (www.metrompg.com)

"The digital fuel consumption gauge is so prominent, you can't help but try to beat your previous trip's fuel consumption average. Somehow, we don't think Toyota did that by accident." (www.drive.com.au)

"Perhaps even better would be the ability to pull up the "high scores" right on the Prius' in-car display. Perhaps this would be the first actual reality-based driving game." (www.gearbits.com)

There can be little doubt: with its combination of robust gameplay and excellent interface, the Toyota Prius is one of the best designed games on the road today!


This is really important
So, why is this important?

It hit home for me the other day when I had the misfortune of having to drive my family's other car (a very nice Audi A6 wagon) on my normal commute. In my usual "coast spots", I started to decelerate, and realized that I wasn't going to have any chance at all at a high score. And with the Audi's poor gameplay and interface, I couldn't really be bothered to try even for a local high score. So I just said screw it, and drove home with no particular regard for economy.

As soon as I got back in the Prius, I was back on my game though, looking to bust my average above 47.5 (my current norm for an whole tank). And here's the crux of it. Games, with their powerful motivator of FUN, can directly influence behavior. As soon as the Prius made getting fuel economy FUN, I was all over it, and so are the majority of my fellow Prius jockeys.

Most of what I read about "serious games" is games whose ultimate goal is to educate, or provide insight. While this is laudable and probably effective, it's also perfectly achievable through other, non-interactive means. Games however, if designed correctly, can actually directly impact behavior in a manner that we can call a social good. Prius's "game", which has a powerful impact on user behavior in a positive direction (less fuel consumption, less pollution), skips right over the education element, straight to the social good. (This by the way is a lot of why I found Harvey Smith's "Peace Bomb" idea so appealing...it drew people directly to action rather than just trying to be pedantic.)

And I haven't even mentioned the fact that with this nifty entertainment literally right at my fingertips, the stress of commuting has dropped dramatically.

As computers and interactive interfaces are woven deeper and deeper into our surroundings, I think it behooves us to look at these devices frequently in terms of games. Can that electronically managed refrigerator use fun to motivate the diabetic toward a better diet? Can a house's electrical system use fun to encourage its residents to maximize efficiency? Can the phone give you skill points for calling mom a little more often? Sure some of these things are goofy, but I think it all bears consideration. And let's not forget the potential of linking online for an additional motivator, competition.

So yeah, my nomination for Serious Game of the Year: Prius.
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PS3, part 2
In thinking more over the weekend, I feel compelled to comment a bit further on my rather harsh indictment of the PS3. None of this softens my views, but might provide a bit more justification.

To my mind, there are two absolutely crucial blunders in the PS3 which have led them to bring to market utterly the wrong box. The first, over-speccing of the hardware, is shared somewhat with the Xbox360; the second, inclusion of blu-ray movie playback, is Sony's burden alone.

Over-Specced Hardware
Somewhere at the crossroads, Sony forgot what a game console is. Historically, a game console has been the best hardware that could be made to meet a certain price point. Consoles have been riddled with compromises, particularly in whatever happened to be the most expensive components of the day (usually memory), in order to hit a crucial price point that makes the console an easy holiday purchase for a family.

This is really a story about consoles versus personal computers.

Now computers being what they are, consoles also historically had certain advantages. Mostly, because they are such specific-use devices, they were frequently able to do things, particularly graphically, that general purpose PCs were unable to do, sometimes at any price. This was particularly true during the 2D era.

Even as PCs reached the raw compute capability to emulate the custom hardware in the consoles, the price differential between the console and the PC made the prospect of purchasing the latest Sonic game on PC seem ludicrous.

At this point however, PCs are so powerful, and so filled with custom hardware themselves as concerns graphics, that consoles must really stretch in order to maintain this historical window of dominance.

But you see, that's where Sony (and their lapdog Microsoft, too) get it all wrong with the current generation. As they continue to try desperately to stay out front of the PC, the consoles get bigger, noisier, heavier, kludgier, and most importantly, they get expensive.

In other words, the console manufacturers are making these boxes completely backwards: they forgot to build the best box for the dollar target. Ironically, Microsoft may be in the better position purely by way of having come out earlier. Their box is made of older, cheaper components and thus is really more akin to what the consumer really needs or is willing to pay for. And not meaning to quote Jason Rubin too many times, but the consumer really doesn't care about the supposedly-huge benefits of the "HD era".

And here's the real irony, and tragedy - none of this makes the even-more-expensive PC any more attractive as a game system. What we're really risking is a contraction in the overall market, and that's a shame.


That Stupid Blu-Ray Drive
Perhaps Sony Computer Entertainment was forced into this folly by its corporate parent, but that makes it no more forgivable. But blu-ray, and HD-DVD for that matter...those formats are straight up DOA. For me this is really similar to the problem the music industry manufactured when it tried to recreate the economic magic trick it pulled with the Compact Disc. The CD was so superior in so many ways to the analog media it replaced, it was a rare opportunity for the medium to actually be the message in music. Same thing with DVD over that clunky piece of crap called VHS. The first time I saw a live demo of DVD, I said to myself "I gotta get me some of that DVD!". It was compact, re-usable, had groovy menus and extras, and the picture quality was a quantum step above VHS.

I suspect that in time, a physical video format will supersede DVD. But it will happen slowly and may take years. Maybe not quite as slowly as the (probably never) adoption of SACD/DVD-audio, but it's sure not a must-have for your average movie fan. No, on both the video and audio fronts, iTunes represents the future. iTunes, for all its popularity, represents a step down in aural quality from CD, but it's still plenty good enough, and the convenience just can't be beat. Same thing for movies. I've got no interest at all in HD-DVD, but I do love those video podcasts.

So here's Sony, crippling their Playstation future with an optical drive that nobody wants.

This is just as dumb as it gets, in my opinion. Remember the PS2's limited memory? Well that's because memory was the most expensive component in the box, and Sony was smart enough to know they had to keep the overall cost down. Now we have the manufacturer pulling out all the stops on the most expensive component in the box, the optical drive. This would be dumb enough if it wasn't also a component that has no meaningful use. That's a serious double-whammy.

Microsoft gets a passing grade here. Somebody realized that the HD-DVD idea was a loser, and made it an optional add-on. Watch how many they sell. It won't be many. (I can't excuse MS though for the exclusion of a cheap part like the hard drive. That's just stupid IMO.)

Sorry Sony, but the more I think about it, the more I can't stand the PS3.
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PS3: Next Sega Saturn?
A few weeks removed from E3, what still sticks in my mind is a single number, and that number is six hundred.

Specifically, six hundred dollars - the price of the Playstation 3. Don't even start with me about the "cheaper" PS3 SKU. Just like with the bogus Xbox 360 'core' system, this is a cynical, terminally crippled offering whose only real use is as a PR tool. The PS3 launches at six hundred bucks. Take it or leave it.

Here's my gut reaction as a consumer to the $600 PS3: How come when every other tech thing I buy is getting cheaper and doing more and more, game consoles are getting incredibly more expensive to do basically the same thing? Fuck that.

I have to think, this has to be the reaction of the mainstream consumer base to the $600 PS3: Fuck That.

Not to sell Sony too far short, they seem to have sensed this. So we have Kutaragi-san now giving interviews trying to convince consumers that they should be comparing the PS3 not to their existing game console, but to their PC. Yeah, right Ken. After successfully selling tens of millions of Playstations and PS2s to consumers for the exact reason that the last thing they wanted to do for entertainment was to put another PC in their homes, you're trying to convince them that you were actually wrong all along.

Nintendo, meanwhile, is smelling blood in the water. Iwata-san said recently that the Wii "is not a next generation console." What sounds initially like some kind of admission of defeat is in fact a stroke of genius - Nintendo understands that in terms of raw technology, the consumer is basically done. The "HD Era" as Microsoft likes to call it is pretty much a crock of shit, and graphics look pretty damn good already. If God of War can look as good as it does and run at 60fps, we're pretty much done, and for those paying attention, Jason Rubin told us as much almost five years ago at GDC. But Nintendo is offering something new where it actually has resonance: in the input device. The Wii's gestural controller may succeed or it may fail, but either way, that's something I'm actually willing to spend money to find out...especially if as Iwata-san suggests, I will only have to pay a current-gen price for the opportunity.

But $600 for the same old shit with more polygons and pixels? Fuck that.

I'm trying to think of the right historical analogy for how I feel about PS3, and though it's highly imperfect, the best I can come up with is the Sega Saturn. I remember the first E3, when Sega announced the machine, showed amazing games like Virtua Fighter 2 and Sega Rally and dropped the bomb that it was "available in stores today!" After the incredible success of the Genesis/Megadrive, It seemed like all Sega had to do really was show up for the next generation. And here they had seemingly dealt the death blow by beating Sony and Nintendo to market.

But none of that mattered. Sega's Saturn was an overpriced and underwhelming hardware, difficult to program for and with bits of it (the second CPU) kludged in when initial performance failed to live up to expectations. Developers struggled with it, consumers lost faith, and though the Saturn didn't knock Sega out of the hardware business, it knocked them out of the business cycle, and despite the fact that the Dreamcast actually addressed a great many of the Saturn's technical shortcomings, it was too little, too late.

Obviously the parallel doesn't really work at the detail level; Sony did not try to 'time the market' with the PS3, and the hardware does look at least equivalent to its competition. But the disconnect with the consumer looks very real to me. And though I have no doubt whatever that there will be a PS4 at some point, I wonder what kind of market share it will be attempting to inherit.

As anyone can tell you, my bona fides as a Microsoft hater are about as strong as anybody's. This blog after all is composed on my Mac - the tenth Macintosh I have owned. And though I admire the hell out of Nintendo's games, I have never been accused of being a fanboy. All the while, my relationship with Sony has been responsible for the entirety of my good fortunes in this business. So watching Sony stumble is not something I relish. I greet this feeling with a combination of sadness and disappointment, and having to re-assess what has been a wonderfully successful partnership.

But...six hundred bucks?

Fuck that.
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Agile Development, Part 2 (or, "Games Are Entertainment, Not Software")
After writing my earlier treatment on "The Myth of Agile Development", I had a discussion with a colleague, a gameplay programmer who is currently having his first experience with agile methodology. He can't fucking stand it.

But the reason he quoted was different from my more academic criticisms of what I described as the somewhat ironic rigidity of "agile" programming practice. My friend's criticism was instead focused on the 'agility' of the process. Because he is moved on a biweekly basis to a new part of the code, he is frustrated by his inability to "own" a part of the project.

"My job," he says, "is to take some part of the game, and work on it until it is fucking great. That's nearly impossible to do when I keep changing tasks." And he adds: "Making stuff that's fucking great is why I love this job. If I'm just here to make stuff that works to spec, I might as well be making some database somewhere."

Now, that's a different perspective.

Critics would say that this is a typical example of the allure of 'cowboy coding', the hero-based software methodology that dominated the first N years of game development. Probably this guy is just finding it a little difficult to "let go" of the habits of the past, where he got to be the star and he now has to build to the spec of the emerging star of the business, the Game Designer.

Fair enough, but there are two problems with this criticism:

1) This guy is actually very young, practically brand new to the business. Like most young participants, he's in games not because of the opportunity to become a great engineer, to create "a more perfect system"; rather, he's in games because he likes games...because he's been afforded an opportunity to make something fucking great. He feels that he's being robbed of this opportunity almost before it started.

2) As a game designer, I don't find the strict "vendor/customer" relationship of agile development to be particularly useful. This relationship presumes two things of me as the 'customer,':
   a) That I have some reasonably solid idea of the ideal solution to a problem.
   b) That my specification will represent something near the ideal solution.

Particularly in a pre-production setting, neither of these things is generally true. While it is the designer's responsibility to generate a proposed solution to a problem, it should never be assumed that this is the correct solution to any problem with a substantial interactive component. The correct solution can only be derived from iteration. (This goes back to my criticism of the long lead times caused by agile methodology.)

By the same token, the idea of building to a spec is absurd. A robust solution built to a specification which is actually a speculation is a pretty solid definition of a total waste of time. Instead, a hack-ass solution that proves the speculation to be correct (or, more likely, incorrect) is the genuine model of efficiency here. What's more, it's been my experience that the correct solution to an interactive design problem is frequently discovered not by the designer at all, but somewhere in the subconscious of the person who has been banging his head against it for several days - which is often as not a programmer.

That is, after all, how the creative process works.

Uh oh, I said it. Game programming is creative.

Or, put another way, let's not forget that Games Are Entertainment, Not Software.

I was talking to my friend Chris "Wombat" Crowell at E3 and this is the crux of his current rant (Wombat is never at a loss for a rant). He said it's driving him nuts when people forget that what they do has to be entertaining. "The audience can tell," Chris says. "If somebody is just phoning it in, the player can tell in a fraction of a second." While I certainly agree with Wombat, I disagree that there are a lot of game makers out there 'phoning it in.' There are definitely some of them out there...and you know who they are. Just look for the bottom quartile on metacritic.com and there's your roster. But I believe these groups are totally transparent.

What my other friend was complaining about, the one who hates agile development, is that agile development practices are encouraging him to take a phone-it-in attitude, by forcing him to switch constantly between tasks. While I don't think he would argue against the assertion that he has produced better, more usable code, and that his team has on paper been more productive, he feels that the fact that he's miserable much of the time will have a measurable deleterious impact on the quality of the play experience; that the player will sense he spends most of his time programming to a spec instead of programming something Fucking Great.

As a designer... I agree.

Now let me just clarify what I am not suggesting: I do not believe that everyone who touches the code in a game is thereby granted license to start fucking with the design. The design is the purview of the Designer. However the idea that the designer alone will perfect all aspects of the design is patently ludicrous. Rather, when a given element of the interactive design is being refined into the final product, certain skilled, passionate, and preferably experienced programmers can provide absolutely key insights and elements of artisanship.

And to reiterate, an absolutely brief primer on the creative process: creativity does not occur on a schedule; we all know that. However the idea of the 'moment of creative inspiration' is equally a myth. Rather, creativity occurs after hard work and concentration on the topic at hand. The fact that creative insight takes place outside of the conscious mind does not reduce the importance of taking time to focus on the question at hand. I like to think of it as an osmotic process: you have to apply adequate pressure to push the problem across the brain's consciousness membrane.

When a programmer is put in a position to "own" a part of the project, this 'creative osmotic pressure' occurs almost naturally. And the truly talented game programmer just might create something Fucking Great. However if a person bounces between tasks without focus, or more importantly if the task is moved between different people, it's unlikely to be pushed beyond the conscious level. In highly structured engineering problems, I don't imagine this is too great a problem, though the creation of agile process implies that the deeply rigid traditional "waterfall" processes are overly inhibitive to change.

So what's the best solution then? That looks like a topic for another blog post.
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Brain Age, redux
A few weeks ago, I got the strangest phone call from my father.

"Do you know what kind of charger this damn Nintendo DS thing takes?"

This was strange for a number of reasons:
  1. I had no idea my father knew what a Nintendo DS is.
  2. My parents were traveling, on the road between Colorado and their home in Oregon.
  3. My parents had none of their many grandchildren with them.

My parents, it turns out, are desperately hooked on Brain Age.

Over the Easter holiday, I had taken my DS and my copy of Brain Age with me when I visited my family in Oregon. I thought they might find it amusing, and indeed they did. So amusing in fact, that without my knowledge they went out and picked up an electric blue DS (they're still yet to boot the Animal Crossing pack-in), and a copy of the software.

Now they are so hooked, that when they found themselves on this trip without the charger, and the DS was going dead, they were in a near panic. I had to break the news to my dad that the DS takes a very proprietary adapter, that none of their cel phone or laptop chargers were of any use, and they'd just have to drive fast to get home and get their fix.

Last week I was in Oregon again, and got to see their game saves. Outside of the couple days in transit with no charger, they've got almost perfect red splotches all over their calendars. My dad can name exactly what happened on the days he's missed. They talk all the time about the differences between their performances (my dad does great at arithmetic, but my mom is the queen of low-to-high). They've opened up pretty much all the minigames that Brain Age has to offer.

They don't do the actual age tests very often. They find them annoyingly competitive and distracting from their "training".

I think it says a lot that my father has stopped doing Sudoku, and my mother has stopped crosswords. They've replaced these pastimes with Brain Age.

Here's a kicker - my 9 year-old niece is now into Brain Age too. She does terribly at it, but sticks with it, especially the puzzle type minigames. They're trying to get her into the arithmetic because she's behind in arithmetic in school. It just might work.

Mr. Iwata, my hat is off to you.
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The Myth of Agile Development
I finally reached a critical mass of reading about agile development and its attendant ideas of scrum, extreme programming, etc. and decided to do a little research to find out what the fuss is all about.

I find the core values of Agile Development very compelling. Documentation is shunned, formal code reviews de-emphasized, and most importantly, it's designed around the idea of a constantly changing requirement set. On paper, it sounds a hell of a lot like making games.

Before we get too excited about agile development however it's important to consider the background under which the 'agile manifesto' emerged. Programmers were reacting to ossified, top-down structures which dictated the function of large, immensely complex systems from the start, allowing for only limited and usually painful course corrections as the needs of the customer, or the actual performance of the system, did not match the original specification.

This has never been the case however in games.

The programming history of games has been just the opposite. The 'seat of the pants' has been the historical guidepost rather than a formalized management-driven plan. Programmers have historically made decisions on their own, and at an extremely high frequency.

In other words, the history of games has been what the software engineering cognoscenti would call "cowboy coding".

While I probably cannot condone 'cowboy coding' as an appropriate methodology for the large scale projects we're making these days, nonetheless I think it's important that if we want to consider agile development practices in games, we'd be well-advised to consider the context for the development of agile methods, as contrasted with the historical context of game coding, and consider where agile methods might actually harm the game development process.

As an example, when I read the agile development description on wikipedia, it mentions that usable code can be released usually as frequently as monthly, and sometimes as often as every two weeks (!). Two weeks? Are you kidding me? If a game project, especially early on, adds functionality only every two weeks, it's doomed before it even starts.

Now I suspect every game programmer understands this intuitively, and would also tag this as a point of divergence between agile development for large commercial apps vs. games, but the point remains, just how much is 'agile development' applicable when its net effect would in fact be to make the programmer less agile and responsive to the customer (the game designer)?

Let me answer my own question a couple of ways.

First, for better or for worse, the days of true cowboy coding probably really are over. Teams are too large, and the general move toward data-driven development means that the level of criticality for a given feature has gone way up. So some sort of engineering practice is called for, and I'd heartily agree that top-down management-driven development is not going to provide the answer. Agile development, with its emphasis on communication and small-scale, quality-driven work chunks smells to me like a step in the right direction, not the wrong direction.

Second, and perhaps more saliently, if I believe, and I do, that strict adherence to agile dev practices particularly during pre-production is destructive to the overall progression of a game, that does not mean necessarily tossing out the baby with the bathwater in terms of trying to create a more sane engineering environment. Instead, and this is something that I'm going to explore more thoroughly as time goes on, I believe that agile methodologies will prove particularly useful during the very earliest phases of a game's lifespan, a phase that precedes even pre-production which I'll call "concept development". While this phase does not really exist right now in the development of most games, I will argue that it should, and that this is a perfect time to develop a game's core technology using the two- to four-week iteration cycles typical of agile development.

Programmers love to talk about how they work, so somebody must already have written on this topic of applying agile development to games. Maybe "hyper-agile development"? I'm all ears.
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