Categories
Game Development Personal Development

Thousander Club Update: June 9th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.25 (current year) = 483.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

After weeks of unseasonably cold weather and a spring that teased Chicago, it’s finally warm. And now it’s hot and muggy. I bought a couple of air conditioners, one for my living room and one for my bedroom on the other side of the apartment. I only have one installed in the living room currently, but what a difference!

Muggy heat has a demotivating effect. You could spend hours just trying to keep your mind off the fact that you’re hot, and for some reason it is never by doing productive work. I’m still in crunch at the day job, though, but I’m hoping to take advantage of the fact that I don’t have too many other responsibilities so that I could work on game development. I also want to redevelop my habit of coming up with at least three game ideas a day. I was pretty good about it when I started tracking ideas for the Thousander Club years ago, but then I hit a nasty day job crunch that took over my life and I never got back into the groove. I intend to rectify it.

These days are also providing me with good opportunities to develop other habits I want to form. I just need to take advantage of them.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
General

It Sure Is Quiet Around Here

I wish I could say I was too busy working on my projects to blog, but I haven’t been. It’s been crunch at the day job, and I’ve been spending any other time on higher priority things. Things are quieting down, so I should be back to a regular posting schedule soon.

I know you were worried.

Categories
Games Geek / Technical

Happy Memorial Day!

I’ll be spending today at a particularly geeky barbecue. We’ll be playing Dungeons and Dragons.

D&D session

Categories
Game Development Personal Development

Thousander Club Update: May 19th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.25 (current year) = 483.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Marketing/Business

Still Can’t Buy A Theory of Fun for Game Design

Sometime back I was trying to buy Raph Koster’s A Theory of Fun for Game Design. It’s been sold out at every book store I’ve visited, including Amazon. Hopefully a new printing will be made soon.

While looking at the website, I noticed I could order the book through O’Reilly.com. It didn’t say it was sold out, and it wasn’t $100 for a used copy, so I ordered it, and then promptly forgot about it.

I checked back a few weeks later. What’s the status of my order?

Order Status: BOOKED

What does that mean? Did the cool kids run into the guy who was carrying the order form and knock his folders and papers to the ground?

Seriously, though, if you don’t have the product, don’t try to sell it to me. I’m surprised no one has contacted me to say that they can’t fulfill my order. I’m going to send an email to sales support, but didn’t anyone notice that an order hadn’t been fulfilled yet?

[tags] marketing, business, books, game design [/tags]

Categories
Game Development Personal Development

Thousander Club Update: May 12th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.25 (current year) = 483.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

I’m still trying to eliminate dependencies in my custom-built libraries. I was using libSDL 1.2.11, but someone complained that PulseAudio support was missing, so I am now using libSDL 1.2.13 which includes support. It seems that PulseAudio acts differently from Arts and ESD. By default, they load as shared libraries and so libSDL.so won’t list them as dependencies, but libaudio is listed as a dependency. What’s strange is if I specify –enable-pulseaudio-shared, which should be enabled by default, I also get two extra dependencies: libpulse and libpulse-simple. I am really not sure why these dependencies exist. I also don’t know why libXt is a dependency. Perhaps these are just more of the same issues I’ve been having with Ubuntu’s implementation?

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Geek / Technical Marketing/Business Politics/Government

Digital Rights Management’s Victims: The Customers

From The Day the Music Died, I learned that Microsoft is pulling the plug on the servers used for verification of their MSN Music service. Even Wired repots that Microsoft is pulling support for MSN Music DRM.

So what happens on August 31, 2008? On that day, Microsoft will turn off the servers that they maintain for the sole purpose of validating that the songs that people have already “purchased” through MSN Music are still theirs to play. Those people (hereafter “the victims”) will not notice the change right away. The victims will only notice it when they purchase a new computer, or when they upgrade the operating system on their current computer, or when the hard drive in their computer dies and needs to be rebuilt/reinstalled. At that point — transferring the music files they have “purchased” to another drive or a new computer — the Microsoft music player running on the victim’s PC (like iTunes, but all Microsoft-y instead of Apple-y) will make a call to Microsoft’s validation servers to verify that the music files were legitimately purchased. This call will fail, since the servers are not responding, since Microsoft has intentionally turned them off. The Microsoft music player will then conclude, incorrectly but steadfastly, that the music files were downloaded illegally and that the victim is a filthy pirate, and it will refuse to play them. In this case, the left hand knows exactly what the right hand is doing: they’re both giving you the finger.

One of the arguments against so-called digital rights management is that if the software developer goes under, you no longer have access to your supposedly purchased products. As a counter argument, it has been suggested that companies such as Microsoft, Apple, and Valve won’t be going away anytime soon.

And we can see that it doesn’t matter if they are still around. You are paying them and hoping that they don’t just decide one day to cut you off. In this case, Microsoft has given up the old and replaced it with the new, but hasn’t given you a way to transfer what you already paid for.

What should you do if you want to keep your music? As Sony advised its users to do when it closed down Sony Connect, you can burn CDs of your purchased tracks and re-rip them. Of course, this degrades sound quality because it forces the music through the encoding process twice.

When the only legitimate sources for music and software are saddled with DRM, is it any surprise that people search for a better product from illegitimate sources? I know that the people selling me music, movies, and software would love for me to pay them again and again for the same product, but where is my incentive to do so? What value do I receive in return for being a paying customer, doing things the right way, especially when illegal sources are providing a superior experience for me? And dealing with the hassles of DRM would make so much more sense if it actually prevented such illegal sources from existing. Since it doesn’t, it sounds like it is more about control of the customer than anything else.

Will we see a similar thing happen with Valve’s Steam? There are already anecdotal reports that people have been wrongfully banned from the service, cutting them off from access to the games they paid for. Will Valve come out with Steam 2.0, offer up the same products on the new service, and then cut off the old service with no way for existing customers to transfer their existing purchases? I doubt it, but then, you would think Microsoft wouldn’t have done it either. Regardless, the customer finds out who is in charge of his/her machine soon enough.

The EFF sent an open letter to Microsoft about this issue.

While this announcement has directly affected MSN Music customers, users of other Microsoft products (particularly current and prospective Zune customers) are deeply concerned as well. Your customers are forced to ask, “If Microsoft treats its MSN Music customers so shabbily, is there any reason to suppose that it will treat other customers any better?”

World famous chef Gordon Ramsay commented about British chefs who expect praise and awards for just showing up, “but don’t give enough attention to anything to do with the customer. But it’s really all about the customer. No one should ever forget that, no matter how great their sauces are.” Why should it be any different for any other industry?

[tags] digital rights management, msn music, business, video games, steam, valve [/tags]

Categories
Games Geek / Technical

Speaking of Super Mario World

Also, a friend forwarded me this post on Kotaku about a hands-free Super Mario World level that plays music.

[tags] super mario world, video games [/tags]

Categories
Games Geek / Technical

Great Gaming Moments: Super Mario World

Sometimes great gaming moments need more context than the game itself provides. Such was the case while hanging out with a friend in seventh grade. By 1994, Super Mario World had been out a few years, but it was the only game she had, and we had already finished watching movies like “Born in East L.A.”, so that’s what we were playing.

And of course, I had to flex my geek muscles and boast about how good I was at playing video games, especially this game. I had beaten Bowser and saved the princess in a matter of days, then spent the next month or so just figuring out all of the secrets and finding all of the hidden levels. It’s funny how I never found such things appealing in games like Donkey Kong Country, but I guess when you’re young and have the time, you’ll spend it having fun, even if it is marginal. You just don’t have as many options.

Anyway, we’re drinking pink lemonade, having a great time, and we made it to Star World. Star World featured a different colored Yoshi in each level. While you normally get a green Yoshi and get super powers from the various colored shells he could eat, the colored Yoshis gave you those powers regardless of the shell color. So a red Yoshi would always breathe fire when spitting out a shell, and a blue Yoshi would fly. Of course, when you meet these Yoshis, they’re babies, and you need to feed them a number of items, usually enemies, before they can grow.

One level featured a red Yoshi on a floating platform right at the start. It was my turn to play, and I’ve gone through this level hundreds of times before, and I wanted to see how fast I could complete the level.

So I jumped up onto the floating platform…and accidentally kicked the newly-hatched red Yoshi off into the abyss.

It took a second for both of us to register what had just happened, and my friend was just taking a sip from her lemonade before she had to burst out laughing. I couldn’t help but laugh as well. The level had just started, and I had somehow missed the button press to pick up the baby Yoshi. Ba-doop! Right off the edge of the platform, never to be seen again.

Maybe it wasn’t a “great” gaming moment, but it was unintentionally funny, and I won’t ever forget it.

[tags] super mario world, great gaming moments, video games [/tags]

Categories
Game Design Games Marketing/Business

Questions about GTA IV

Corvus has Some GTA IV Questions.

The controversial game has been blasted by the media, the government, and parents, while simultaneously being praised by video game reviewers and fans. While the game is generally about being a criminal in a sandbox environment, plenty of critics have argued that the “point of the game” is to earn points for killing cops and prostitutes. Anyone who has any passing familiarity with video games today knows that games don’t feature scores as ubiquitously as they once did, so such complaints tend to be dismissed as out of touch even if the concerns behind the complaints are valid. Namely, should this game BE so entertaining to such a large number of people?

Many people seem to think that Rockstar’s creation is the epitome of games as art. Corvus has some good questions about the supposed artistic expression of this game, focusing specifically on the infamous prostitutes.

Feel free to answer them, or argue, or just think about them for a while and make up your own mind what the answers to them mean about the franchise.

I would suggest you head over to his blog to see the questions for yourself. There is already a bit of conversation going, and many of the comments are insightful … or inciteful!

So tell me how GTA IV is social commentary, precisely. Tell me how the developers aren’t encouraging you to treat the women within the world like objects. Tell me how providing only the most base and vile of options in an interactive medium is art. Tell me how depicting an entire professional population as empty receptacles of man’s anger and hatred even comes close to the artistic expression of the Godfather movies. Tell me how my objection is to the portrayal of sex and not the atmosphere of violence in which it take place.

[tags] video games, gta iv, grand theft auto [/tags]