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<title>MethodBlog RSS</title><link>http://www.methodgames.com/methodblog/index.html</link><description>Hot News&#x21;</description><dc:language>en</dc:language><dc:creator>mj@methodgames.com</dc:creator><dc:rights>Copyright 2006 Michael John</dc:rights><dc:date>2007-05-27T10:34:47-07:00</dc:date><admin:generatorAgent rdf:resource="http://www.realmacsoftware.com/" />
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<lastBuildDate>Mon, 28 May 2007 18:08:13 -0700</lastBuildDate><item><title>September 12</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>games</category><dc:date>2007-05-27T10:34:47-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/b29fc20e45af19475d595980a59aba19-65.html#unique-entry-id-65</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/b29fc20e45af19475d595980a59aba19-65.html#unique-entry-id-65</guid><content:encoded><![CDATA[It's impossible to look with an open mind at a Pollock painting and not see meaning and ideas (as it turns out, Pollock's splatters were discovered many years after his death to be almost perfectly mathematically fractal).]]></content:encoded></item><item><title>GDC Talk is Available</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>production methods</category><dc:date>2007-05-14T10:54:24-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/151bdb351d78e097b2872de3a3d665a4-64.html#unique-entry-id-64</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/151bdb351d78e097b2872de3a3d665a4-64.html#unique-entry-id-64</guid><content:encoded><![CDATA[Last but not least, I re-wrote the "Apron Strings" portion of the GDC talk and published it as a .pdf file here: http://www.methodgames.com/gdc/mj_gdc_2007.pdf]]></content:encoded></item><item><title>Dan Johnson (1974-2006)</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>miscellanea</category><dc:date>2006-12-12T11:56:22-08:00</dc:date><link>http://www.methodgames.com/methodblog/files/74ccbfb183a2335519559073429ec71d-63.html#unique-entry-id-63</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/74ccbfb183a2335519559073429ec71d-63.html#unique-entry-id-63</guid><content:encoded><![CDATA[I would imagine some of this was from Dan's incredible capability for empathy - he could see through the map what I *really* wanted, but he would also make those little improvements that I didn't think of as well, sometimes correcting some nasty screw-up or another.]]></content:encoded></item><item><title>Gestural Controls in Games</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-11-02T08:34:53-08:00</dc:date><link>http://www.methodgames.com/methodblog/files/47a4f1fffc0a6af6e88d42671fec4893-62.html#unique-entry-id-62</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/47a4f1fffc0a6af6e88d42671fec4893-62.html#unique-entry-id-62</guid><content:encoded><![CDATA[When I installed the Firefox plugin "mouse gestures" (highly recommended!), it took some getting used to, but opened up a whole new world: I no longer needed to either point or click in order to do common tasks like closing windows, going forward or backward in a browse sequence, etc. This freeing from the spatiality of the GUI of Firefox is really eye-opening.]]></content:encoded></item><item><title>Playing Around with &#x22;Play&#x22;</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>miscellanea</category><dc:date>2006-10-25T19:32:44-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/dd109e3d5cc3a694ce1545a02d1f9841-61.html#unique-entry-id-61</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/dd109e3d5cc3a694ce1545a02d1f9841-61.html#unique-entry-id-61</guid><content:encoded><![CDATA[This phrase was going out of vogue when I was a kid, as we were just starting the phase of child-rearing where we played non-competitive sports (tee ball with no score) and certainly, gambling with marbles or pitching pennies "for keeps" was frowned upon.]]></content:encoded></item><item><title>A Games Education Manifesto</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>academia</category><dc:date>2006-10-18T18:27:37-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/67b716c9627583c9e004f3d6b5d83944-60.html#unique-entry-id-60</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/67b716c9627583c9e004f3d6b5d83944-60.html#unique-entry-id-60</guid><content:encoded><![CDATA[Since I see that my blog has been linked by Melissa Miller in her 1up.com developer blog, and I figured I might get 2 or 3 readers from outside the industry (and thus doubling my readership!), I decided to make an entry on one of my current favorite subjects, which is education and games.]]></content:encoded></item><item><title>Loco Roco</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>games</category><dc:date>2006-10-11T19:21:25-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/f293d37af1b4fdda82ac1bed686e9ea6-59.html#unique-entry-id-59</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/f293d37af1b4fdda82ac1bed686e9ea6-59.html#unique-entry-id-59</guid><content:encoded><![CDATA[But Loco Roco's biggest missed opportunity is that it's sold as a full price UMD game, which is clearly the wrong way to sell this kind of game in an era of emerging digital distribution.]]></content:encoded></item><item><title>Agile Development&#x2c; Part 3 (or &#x22;Let&#x27;s Dump the Milestones&#x22;)</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>production methods</category><dc:date>2006-10-04T08:38:21-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/cad2cff1ef2d540e79c5574534ebc255-58.html#unique-entry-id-58</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/cad2cff1ef2d540e79c5574534ebc255-58.html#unique-entry-id-58</guid><content:encoded><![CDATA["Those Guys Don't Have a Clue What They're Doing" Meanwhile in the halls of the publisher, a studio has missed another milestone, and is trying desperately to convince you that no, really, this time they're on the right track.]]></content:encoded></item><item><title>We Need Game Writers</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-09-25T12:51:18-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/be55671d430ecfeeafc24b294746f877-56.html#unique-entry-id-56</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/be55671d430ecfeeafc24b294746f877-56.html#unique-entry-id-56</guid><content:encoded><![CDATA[I was making this exact mistake on my current project, feeling that, along with a couple other game developers at the studio, we could get the story all worked out along with the game's macro design, then bring in the writer to make it all sound nice.]]></content:encoded></item><item><title>Fantasy Football</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>games</category><dc:date>2006-09-19T08:41:34-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/fb3cb6682aa55d43be0b0c6724d34e9d-55.html#unique-entry-id-55</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/fb3cb6682aa55d43be0b0c6724d34e9d-55.html#unique-entry-id-55</guid><content:encoded><![CDATA[of course I'm in." While we do meet in person once per year (for the draft), this group of guys is spread all over and has gone very different ways (one even works for the Fantasy Football program at Foxsports.com).]]></content:encoded></item><item><title>Letter from Senator Barbara Boxer</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-09-06T21:39:05-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/eae9c8ce368270e2bc1ff4bec090d31f-54.html#unique-entry-id-54</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/eae9c8ce368270e2bc1ff4bec090d31f-54.html#unique-entry-id-54</guid><content:encoded><![CDATA[It addresses the issue of ESRB ratings directly, and though Ms. Boxer certainly leaves her political options open, nonetheless it shows that she (or someone on her staff) read the letter thoroughly, and that she has an actual position, which I find to be reasonable.]]></content:encoded></item><item><title>More on Serious Games</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>games</category><dc:date>2006-08-30T22:14:23-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/8f2a96793070d7d2db5e209f170efa16-53.html#unique-entry-id-53</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/8f2a96793070d7d2db5e209f170efa16-53.html#unique-entry-id-53</guid><content:encoded><![CDATA[There are very strict rules (particularly in regard to where caches can be placed), there are procedures to be followed, and though it's usually done as a hobby, it is also done very competitively by a cadre of hardcore players who attempt to log the greatest number of cache finds via the websites associated with the sport.]]></content:encoded></item><item><title>Enough with the Loading Screens Already</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-08-23T21:26:51-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/cda62dd0c383fbe68f2ca108d608327e-52.html#unique-entry-id-52</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/cda62dd0c383fbe68f2ca108d608327e-52.html#unique-entry-id-52</guid><content:encoded><![CDATA[This is the second time we've gone through a platform transition, and though graphics have taken a major leap, this awful thing called loading (which is just about the best way I can think of to make a player forget about the immersive graphics they've been watching) is, if anything, worse.]]></content:encoded></item><item><title>The Expert Mind</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>miscellanea</category><dc:date>2006-08-17T07:09:52-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/2b9b2a85b33aa945630472ffc0dfc405-51.html#unique-entry-id-51</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/2b9b2a85b33aa945630472ffc0dfc405-51.html#unique-entry-id-51</guid><content:encoded><![CDATA[There are many more great things in this brief article, not least being a long-overdue attack on the notion of "talent" (they show empirically that "talent" in sport actually depends more on what month you were born, and by extension your relative age when entering youth sport programs, than on innate ability).]]></content:encoded></item><item><title>My Blog is a Mess</title><description></description><dc:creator>mj@methodgames.com</dc:creator><dc:subject>MethodBlog</dc:subject><dc:date>2006-08-14T17:10:07-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/54af54bf7046ef919521f7fd92c0195a-49.html#unique-entry-id-49</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/54af54bf7046ef919521f7fd92c0195a-49.html#unique-entry-id-49</guid><content:encoded><![CDATA[Mind you, I've been averaging more than an entry per week already, and I hardly feel short of something to say, but I thought it would be cool to set a date certain for updates.]]></content:encoded></item><item><title>Arrivaderci&#x2c; E3</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-08-09T08:34:16-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/b977ffde01285d227c56be917b97de59-48.html#unique-entry-id-48</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/b977ffde01285d227c56be917b97de59-48.html#unique-entry-id-48</guid><content:encoded><![CDATA[While I can see that E3 was incredibly expensive for those who were footing the bill (the publishers and platform holders), to me the cancellation was nothing more than a cold-hearted business decision, and will have the same kind of deleterious effect as most downsizings.]]></content:encoded></item><item><title>Games in the Environment (The Prius Game&#x2c; Redux)</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>miscellanea</category><dc:date>2006-07-29T11:51:03-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/58f369b605b6a6eea8b8868b44765f19-47.html#unique-entry-id-47</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/58f369b605b6a6eea8b8868b44765f19-47.html#unique-entry-id-47</guid><content:encoded><![CDATA[As you can see with the fly-in-the urinal, it doesn't have to be high tech, though as with most games, technology can be applied to make it more flashy and interesting (for better or for worse).]]></content:encoded></item><item><title>Gaming Mercenaries</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>miscellanea</category><dc:date>2006-07-24T22:12:11-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/7f559b55f16b51bd4cf74bb3e2d204d4-45.html#unique-entry-id-45</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/7f559b55f16b51bd4cf74bb3e2d204d4-45.html#unique-entry-id-45</guid><content:encoded><![CDATA[After some (very brief) conversation, fellow traveler Brian Hook (www.hookatooka.com) has set up a website which is both a directory and a resource for contractors working in the game industry.]]></content:encoded></item><item><title>In Defense of Jaffe</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-07-24T07:51:01-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/0c6d2953d4cf70981baed28e8ac89734-44.html#unique-entry-id-44</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/0c6d2953d4cf70981baed28e8ac89734-44.html#unique-entry-id-44</guid><content:encoded><![CDATA[I'm not saying that Dave should get a free pass for life just because he made one good game - one of the other guiding principles fame in of any entertainment medium is "what have you done lately", and this has some validity.]]></content:encoded></item><item><title>Are Games Art?</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>academia</category><dc:date>2006-07-17T08:49:20-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/ad22fbd5b2478fd48f49b0a105b4f8aa-43.html#unique-entry-id-43</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/ad22fbd5b2478fd48f49b0a105b4f8aa-43.html#unique-entry-id-43</guid><content:encoded><![CDATA[I'd like to take a completely different step however, which focuses more on artistic intent, and I think presents a way of looking at games that can communicate their artistic nature in a way that's not only useful to developers and critics, but also to the public as a whole.]]></content:encoded></item><item><title>I Like my Xbox360</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-06-30T22:19:13-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/e8634da8ca74cf60d4b51a18f22b4604-41.html#unique-entry-id-41</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/e8634da8ca74cf60d4b51a18f22b4604-41.html#unique-entry-id-41</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>Electroplankton</title><description></description><dc:creator>mj@methodgames.com</dc:creator><dc:subject>MethodBlog</dc:subject><dc:date>2006-06-30T21:27:49-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/ac9f43a87d1378cd035723579eaf605a-40.html#unique-entry-id-40</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/ac9f43a87d1378cd035723579eaf605a-40.html#unique-entry-id-40</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>Why are Music Games So Big?</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>games</category><dc:date>2006-06-28T20:43:33-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/2b9a0a96c93889a047b959ec84e9c489-39.html#unique-entry-id-39</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/2b9a0a96c93889a047b959ec84e9c489-39.html#unique-entry-id-39</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>Letter to Congress; follow-up</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-06-26T08:46:47-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/ced7cf02cfc036a00923674bda695aa9-38.html#unique-entry-id-38</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/ced7cf02cfc036a00923674bda695aa9-38.html#unique-entry-id-38</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>Letter to Congressman Adam Schiff</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-06-23T14:33:03-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/78ec52405f4ee6f5b78e3b2fc3b77919-37.html#unique-entry-id-37</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/78ec52405f4ee6f5b78e3b2fc3b77919-37.html#unique-entry-id-37</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>Data Driven Systems are the Future&#x2c; I Guess</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>production methods</category><dc:date>2006-06-19T20:41:09-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/7472635a077f96ac868e50bfc7bb61de-36.html#unique-entry-id-36</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/7472635a077f96ac868e50bfc7bb61de-36.html#unique-entry-id-36</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>Game Designers and the Third Grade</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>miscellanea</category><dc:date>2006-06-16T19:10:51-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/e352820f9344742c88c7b82619c8b9a4-35.html#unique-entry-id-35</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/e352820f9344742c88c7b82619c8b9a4-35.html#unique-entry-id-35</guid><content:encoded><![CDATA[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?]]></content:encoded></item><item><title>My Favorite Serious Game:  Prius</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>games</category><dc:date>2006-06-12T08:43:32-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/2cd236ad009e2bac9684ef845e76e021-34.html#unique-entry-id-34</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/2cd236ad009e2bac9684ef845e76e021-34.html#unique-entry-id-34</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>PS3&#x2c; part 2</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-06-12T08:12:16-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/52d136317a8e4334585cda08508f0d95-32.html#unique-entry-id-32</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/52d136317a8e4334585cda08508f0d95-32.html#unique-entry-id-32</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>PS3:  Next Sega Saturn?</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-06-07T11:07:37-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/6bcee3c7ad38088f008c5a937d3f093b-31.html#unique-entry-id-31</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/6bcee3c7ad38088f008c5a937d3f093b-31.html#unique-entry-id-31</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>Agile Development&#x2c; Part 2 (or&#x2c; &#x22;Games Are Entertainment&#x2c; Not Software&#x22;)</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>production methods</category><dc:date>2006-06-05T08:07:42-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/aacae7d14db28290b5eb408fa2219f81-30.html#unique-entry-id-30</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/aacae7d14db28290b5eb408fa2219f81-30.html#unique-entry-id-30</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>Brain Age&#x2c; redux</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>games</category><dc:date>2006-06-01T08:58:40-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/48c17c94392f375a1e93e18fd32528f3-29.html#unique-entry-id-29</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/48c17c94392f375a1e93e18fd32528f3-29.html#unique-entry-id-29</guid><content:encoded><![CDATA[This was strange for a number of reasons: <ol><li>I had no idea my father knew what a Nintendo DS is.<li>My parents were traveling, on the road between Colorado and their home in Oregon.<li>My parents had none of their many grandchildren with them.</ol> My parents, it turns out, are desperately hooked on Brain Age.]]></content:encoded></item><item><title>The Myth of Agile Development</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>production methods</category><dc:date>2006-06-01T08:19:03-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/9fbff2260b0a6938546f67e193576829-28.html#unique-entry-id-28</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/9fbff2260b0a6938546f67e193576829-28.html#unique-entry-id-28</guid><content:encoded><![CDATA[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.]]></content:encoded></item><item><title>Designing on the Computer (designing backwards&#x2c; part 2)</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-05-20T07:16:15-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/be5eaf7fbf14093ade4b09da38f8cf51-27.html#unique-entry-id-27</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/be5eaf7fbf14093ade4b09da38f8cf51-27.html#unique-entry-id-27</guid><content:encoded><![CDATA[Pretty soon you're focused on the details, to the exclusion of the big picture, and the results are predictable, with decent moment-to-moment gameplay but a noticable lack of cohesion and coherence as the player plays for more than five or ten minutes.]]></content:encoded></item><item><title>Sun Seeds&#x2c; Sports Games and Spyro</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-05-18T21:44:01-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/878b15e34657b9d4eaa51ede3733fe29-26.html#unique-entry-id-26</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/878b15e34657b9d4eaa51ede3733fe29-26.html#unique-entry-id-26</guid><content:encoded><![CDATA[- Five fully playable characters, all with different play mechanics, including one that flies using a helicopter mechanic - 26 levels, each with its own art design, and built polygon by polygon (no instancing back then) - 18 main levels, each containing one mini-game.]]></content:encoded></item><item><title>The (sad) Sony Party</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>miscellanea</category><dc:date>2006-05-18T21:16:22-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/59fec0a2bfd7633fb7da3954d1ea5f44-25.html#unique-entry-id-25</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/59fec0a2bfd7633fb7da3954d1ea5f44-25.html#unique-entry-id-25</guid><content:encoded><![CDATA[They were outsiders crashing this party called video games, and they couldn't wait to share the rebellious spirit with us. When the Foo Fighters scandalously crashed the Sega party later that night and played an unannounced late set, it only made things cooler.]]></content:encoded></item><item><title>E3:  Games I Found Interesting</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>games</category><dc:date>2006-05-13T15:33:42-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/983784115ca909b4b9ed9d39ff84721b-23.html#unique-entry-id-23</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/983784115ca909b4b9ed9d39ff84721b-23.html#unique-entry-id-23</guid><content:encoded><![CDATA[Graphically, it was really cool &ndash; taking the 'next gen' tendency toward realistic rendering, but adding really interesting stylistic tweaks to it, particularly in the design of the enemies, which are quite beautiful while also being menacing, and a surprisingly interesting color palette (not all grays and browns!!).]]></content:encoded></item><item><title>Philips ambx&#x2c; part 2</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>miscellanea</category><dc:date>2006-05-12T20:56:08-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/4ff4c5e64171c901ec0b3a45a3c90a85-22.html#unique-entry-id-22</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/4ff4c5e64171c901ec0b3a45a3c90a85-22.html#unique-entry-id-22</guid><content:encoded><![CDATA[The actual equipment does include a couple of understated fans (which, yes, I still think are retarded, though pointing them at sweaty hands might not be such a bad idea), and a "rumble strip" that goes under your wrist, with the apparent purpose of heightening your chance of getting carpal tunnel.]]></content:encoded></item><item><title>Blog Entry #21</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>miscellanea</category><dc:date>2006-05-08T20:14:42-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/20637806ebd63723f019241226f3519c-21.html#unique-entry-id-21</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/20637806ebd63723f019241226f3519c-21.html#unique-entry-id-21</guid><content:encoded><![CDATA[If you're reading this, I've figured out how to add comments to this custom blog, figured out a reasonable way to work offline yet get it online in a timely fashion...a bunch of stuff I was kind of in the back of my mind hoping I would not have to do.]]></content:encoded></item><item><title>Are We Still Tech Weenies?</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-05-08T17:31:45-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/05e47c51a68544a6a1199943f8edee65-20.html#unique-entry-id-20</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/05e47c51a68544a6a1199943f8edee65-20.html#unique-entry-id-20</guid><content:encoded><![CDATA[While iterations of Tekken and Virtua Fighter are all nice, this game really has something new going on. The balletic beauty of the movement of the player character, complemented by some absolutely stunning camera work, was beyond anything I've seen and left me breathless in anticipation of playing it.]]></content:encoded></item><item><title>A Theory of Fun</title><description></description><dc:creator>mj@methodgames.com</dc:creator><dc:subject>MethodBlog</dc:subject><dc:date>2006-05-08T08:47:04-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/ccc213d39cec5023e55ffd77d6b93531-19.html#unique-entry-id-19</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/ccc213d39cec5023e55ffd77d6b93531-19.html#unique-entry-id-19</guid><content:encoded><![CDATA[A Theory of Fun boils down to one central conclusion, which Raph states early on - fun, or play, is something that's hard-wired into our very existence, and is something from which we derive not only pleasure, but from which we develop important ideas and knowledge of ourselves and our world.]]></content:encoded></item><item><title>Designing Backwards</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>production methods</category><dc:date>2006-05-04T17:22:29-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/920ae6e6606f3e89d51ed5f656401bf7-17.html#unique-entry-id-17</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/920ae6e6606f3e89d51ed5f656401bf7-17.html#unique-entry-id-17</guid><content:encoded><![CDATA[But in production, every bit of game play and game content created must service the whole (and as a corollary, of course it is vital that the game's macro design be well-defined at the conclusion of pre-production!).]]></content:encoded></item><item><title>Genre&#x2c; continued</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-05-01T20:01:20-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/b19b052083cccaa543129f8f6d584f10-16.html#unique-entry-id-16</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/b19b052083cccaa543129f8f6d584f10-16.html#unique-entry-id-16</guid><content:encoded><![CDATA[But the experience is not, and this is why games with licensed content like Dune 2 or Spider-Man 2 can still be considered interesting - because they provide the player with an important experience that stands outside of the content used to deliver that experience.]]></content:encoded></item><item><title>A New Definition of Genre</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-04-24T14:48:55-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/8ebc804168fd19617eddacb2081b91ff-15.html#unique-entry-id-15</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/8ebc804168fd19617eddacb2081b91ff-15.html#unique-entry-id-15</guid><content:encoded><![CDATA[Now this may create a disconnect with how we define genres for the consumer, at least in the short term, and that's fine (mind you, I think that as time goes by, the consumer will be looking for a different genre definition as well).]]></content:encoded></item><item><title>Game Deconstruction Workshop #2</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>academia</category><dc:date>2006-04-21T08:20:05-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/56dbabf4e5c26bffecb322e508ea0385-14.html#unique-entry-id-14</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/56dbabf4e5c26bffecb322e508ea0385-14.html#unique-entry-id-14</guid><content:encoded><![CDATA[Reading theory books like Raph Koster's A Theory of Fun and Zimmerman and Salen's Rules of Play should wise up any academic to the fact that though videogames have brought a new and crucial facet to interactive play, understanding the role of games in history (such as backgammon, for instance) gives important context to the world of videogames.]]></content:encoded></item><item><title>LED Lighting&#x2c; The Future&#x2c; and Philips</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>miscellanea</category><dc:date>2006-04-13T08:50:42-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/965d0174a922dd3cf27fdfcf8c05d8f9-13.html#unique-entry-id-13</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/965d0174a922dd3cf27fdfcf8c05d8f9-13.html#unique-entry-id-13</guid><content:encoded><![CDATA[While the researchers' work is so far just "on the lab bench," it's just a matter of time before you're screwing these things into your light sockets, and quite happily so because the LEDs will have none of that weird bluish hue you can't quite get used to from your compact fluorescent lighting.]]></content:encoded></item><item><title>Backgammon</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-04-12T20:16:52-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/6d91e83158e0d7a92232aaca72c9b60e-11.html#unique-entry-id-11</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/6d91e83158e0d7a92232aaca72c9b60e-11.html#unique-entry-id-11</guid><content:encoded><![CDATA[This lesson applies awfully broadly, but I like to apply it to video games, especially as I think designers frequently look at a game and can't quite understand the 'trick' that a good game has that a bad game - perhaps your own game - lacks.]]></content:encoded></item><item><title>Smart Bomb</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-04-12T08:55:17-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/47a2f38a48f932b8a2148dec9202aec7-10.html#unique-entry-id-10</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/47a2f38a48f932b8a2148dec9202aec7-10.html#unique-entry-id-10</guid><content:encoded><![CDATA[Still, Smart Bomb is well-written, and though it has somewhat less data than The First Quarter, I'd have to give it a slightly higher rating due to far superior readability and this interesting question of how a legion of nerds like CliffyB, and me, have adapted and will adapt to the incredibly mixed blessing of accidentally getting exactly what we want, at the center of one of the world's favorite modes of entertainment.]]></content:encoded></item><item><title>My Brain Age:  37</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>games</category><dc:date>2006-04-11T08:09:09-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/fcd9c9911ffb518e2cae267bbc44211d-7.html#unique-entry-id-7</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/fcd9c9911ffb518e2cae267bbc44211d-7.html#unique-entry-id-7</guid><content:encoded><![CDATA[No doubt capsule reviews of the product are popping up on blogs and email lists all over the game industry, and if Iwata-san's real goal is to get us as developers to "think different" (Nintendo is, after all, becoming the Apple of the games business), well it's working.]]></content:encoded></item><item><title>Independent Games</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>games</category><dc:date>2006-04-07T20:45:33-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/88d5fb03b99015715c1d0c843ca18750-6.html#unique-entry-id-6</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/88d5fb03b99015715c1d0c843ca18750-6.html#unique-entry-id-6</guid><content:encoded><![CDATA[Some of the games were not very interesting at all, and some were ambitious in ways that I didn't find that interesting (for instance there was a fighting game using characters built out of cubes which looked really neat and had some interesting visual ideas, but wasn't that interesting as a game).]]></content:encoded></item><item><title>Preproduction #3:  The List of Questions</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>production methods</category><dc:date>2006-04-07T20:27:38-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/c1394435cb3732a5af4382ae6a2b1645-5.html#unique-entry-id-5</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/c1394435cb3732a5af4382ae6a2b1645-5.html#unique-entry-id-5</guid><content:encoded><![CDATA[I don't know if the List of Questions will work for everyone, or if it's ultimately a great tool rather than a waste of time, but for anyone doing real preproduction for the first time, or having trouble getting things set in motion the correct way, I recommend trying it.]]></content:encoded></item><item><title>18 Months</title><description></description><dc:creator>mj@methodgames.com</dc:creator><dc:subject>MethodBlog</dc:subject><dc:date>2006-04-03T08:39:52-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/38ca1013d5f6d305adb10c4b0f60d84f-4.html#unique-entry-id-4</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/38ca1013d5f6d305adb10c4b0f60d84f-4.html#unique-entry-id-4</guid><content:encoded><![CDATA[None of this is to diminish the genius which is also requisite, but a substantial portion of the genius is the discipline and focus required to get his musical ideas to paper, to work out the orchestration, to resolve all his voice leading in the incredibly intricate puzzle that is a symphony.]]></content:encoded></item><item><title>Who the Hell is Harvey Smith?</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-04-03T08:12:54-07:00</dc:date><link>http://www.methodgames.com/methodblog/files/d83fb894c4de8c78cbd9141f7eff028a-3.html#unique-entry-id-3</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/d83fb894c4de8c78cbd9141f7eff028a-3.html#unique-entry-id-3</guid><content:encoded><![CDATA[Taking to heart Zimmerman's request that the designers reveal a bit of their process as well as their results, he showed first an exploration of some 'serious games' which have already been made dealing with issues such as refugee camps, then a few of his own rejected ideas, some quite light-hearted.]]></content:encoded></item><item><title>Preproduction #2:  The Fallacy of Dependencies</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>production methods</category><dc:date>2006-03-27T08:51:43-08:00</dc:date><link>http://www.methodgames.com/methodblog/files/ae7405503f208f5cf7cf4c32a509a538-2.html#unique-entry-id-2</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/ae7405503f208f5cf7cf4c32a509a538-2.html#unique-entry-id-2</guid><content:encoded><![CDATA[When a designer or an artist begins preproduction, you've got a huge list of questions you want answered, such as how your character moves, how many polygons you're going to have in a scene, what sort of lighting will you use, what will your combat or puzzles be like, how long will the player travel between save points...the list goes on into the hundreds.]]></content:encoded></item><item><title>Letter To Jamil Moledina</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>game industry</category><dc:date>2006-03-24T20:49:03-08:00</dc:date><link>http://www.methodgames.com/methodblog/files/551b66d7cc7c8c2ec59e7d9feb43cfaa-1.html#unique-entry-id-1</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/551b66d7cc7c8c2ec59e7d9feb43cfaa-1.html#unique-entry-id-1</guid><content:encoded><![CDATA[Instead, with the leadership of CMP and the advisory board, we have three of the industry's top designers spending hour upon hour of their precious time in the Game Design Challenge, with no reward other than a thumbs-up from their peers in the offing (and a nifty tiara).]]></content:encoded></item><item><title>Wake Up Call</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-03-14T17:51:12-08:00</dc:date><link>http://www.methodgames.com/methodblog/files/a1c1a7af158e938b1c239e964c2bdee7-0.html#unique-entry-id-0</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/a1c1a7af158e938b1c239e964c2bdee7-0.html#unique-entry-id-0</guid><content:encoded><![CDATA[These genres are thriving more than ever, which tells us that though the player may be looking increasingly to interactive media to fulfill his or her narrative jones, it is not coming at a direct expense to the more traditionally non-narrative games.]]></content:encoded></item><item><title>Preproduction #1:  preamble</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>production methods</category><dc:date>2006-03-10T08:54:55-08:00</dc:date><link>http://www.methodgames.com/methodblog/files/a65bc23c356327d6c9eb14b036f4f21f-8.html#unique-entry-id-8</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/a65bc23c356327d6c9eb14b036f4f21f-8.html#unique-entry-id-8</guid><content:encoded><![CDATA[Indeed I think that even for myself, there&rsquo;s a pretty big gap in my understanding of how to conduct pre-production in a generalized way across projects, and I&rsquo;ve arguably been thinking about this longer than anybody save for Mark.]]></content:encoded></item><item><title>Game Deconstruction Workshop</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>academia</category><dc:date>2006-03-08T08:55:53-08:00</dc:date><link>http://www.methodgames.com/methodblog/files/906f1d776813d9ccb7159140aafdd02a-9.html#unique-entry-id-9</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/906f1d776813d9ccb7159140aafdd02a-9.html#unique-entry-id-9</guid><content:encoded><![CDATA[I was interested a lot of the comments, but it kept devolving into a &ldquo;how did it sell&rdquo; debate, which iis exactly what these USC students do not need to be thinking about, even if EA is their sugar daddy.]]></content:encoded></item><item><title>Gamasutra Article Du Jour</title><description></description><dc:creator>mj@methodgames.com</dc:creator><category>general design</category><dc:date>2006-02-27T08:27:33-08:00</dc:date><link>http://www.methodgames.com/methodblog/files/578bd396797642a01da504c3624e7a86-18.html#unique-entry-id-18</link><guid isPermaLink="true">http://www.methodgames.com/methodblog/files/578bd396797642a01da504c3624e7a86-18.html#unique-entry-id-18</guid><content:encoded><![CDATA[But Heaton has an interesting idea (probably the idea he should have themed his article around) which is about the importance of scaling the effort (and time) behind an interaction, and its corresponding level of effect on the game state.]]></content:encoded></item></channel>
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