<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-9185264187636071069</id><updated>2012-01-15T20:03:47.733-06:00</updated><category term='game ideas'/><category term='orwell'/><category term='games criticism'/><category term='game publishing'/><category term='game development'/><category term='game business'/><category term='game design'/><category term='games'/><category term='fun'/><category term='art'/><category term='publishing'/><category term='pain'/><title type='text'>Grassroots Gamemaster</title><subtitle type='html'>-the real stuff about games and game design-</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>27</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-794787009888692570</id><published>2008-09-14T09:36:00.009-06:00</published><updated>2008-09-14T09:53:22.884-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='games criticism'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Open Letter to Zero Punctuation</title><content type='html'>Yahtzee, your &lt;a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/213-Too-Human"&gt;review of Silicon Knights' &lt;i&gt;Too Human&lt;/i&gt;&lt;/a&gt; was pretty fun, except for one thing.&lt;br /&gt;&lt;br /&gt;You said it "stinks of the auteur".&lt;br /&gt;&lt;br /&gt;Please do a little research. There are parties out there who are actually trying to shift power in the industry out of the hands of the suits to those of the creators. Flippant remarks like yours damage our work.&lt;br /&gt;&lt;br /&gt;If you did your research you'd realize that Silicon Knights is the antithesis of a place in which the "auteur" is supported. It is very much a groupthink company. That makes far more sense in hindsight. Only in a groupthink environment would nobody object to that crazy valkryie death sequence. After all, to criticize - to say "I don't think this works" - would inject dis-resolution and untidiness - those classic elements that groupthink environments cannot stand but creators thrive on. The nail that sticks out gets hammered down. No one wants to get hammered down - so for me to not get hammered down I'm not going to mention that &lt;span style="font-style: italic;"&gt;this Valkyrie sequence is just fucking stoooopid, I'm sorry!!!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;A real auteur wants criticism. Not tolerates it - &lt;i&gt;wants&lt;/i&gt; it. Wants good feedback. Wants to serve the project he's working on. Wants to look at things hard and is hard on himself. I think you're using the term "auteur" in its common connotation - that of somebody who wants attention in a pretentious manner. But that connotation is just a piece of emotional baggage. It's not reality. How do I know? All I have to do is show one good auteur and it collapses. I'm sure you can fill in that blank.&lt;br /&gt;&lt;br /&gt;But here's the most telling sign it isn't an auteur game: Who's the auteur? D'uh... If it "stinks of the auteur" where is this auteur's name?&lt;br /&gt;&lt;br /&gt;At the end of the day &lt;span style="font-style: italic;"&gt;Too Human&lt;/span&gt; was a bad game. That's it.&lt;br /&gt;&lt;br /&gt;There have been some good games made in the auteur manner. For example, &lt;span style="font-style: italic;"&gt;Civilization&lt;/span&gt; and &lt;span style="font-style: italic;"&gt;The Sims&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;But the final irony, Yahtzee. You're an auteur.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-794787009888692570?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/794787009888692570/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=794787009888692570' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/794787009888692570'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/794787009888692570'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/09/open-letter-to-zero-punctuation.html' title='Open Letter to Zero Punctuation'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-3947221349402781691</id><published>2008-08-13T13:05:00.007-06:00</published><updated>2008-08-13T14:21:17.620-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>More Blasphemy</title><content type='html'>Putting some more of my comments on Gamasutra up here before they get deleted. These ones on the tension between group and individual in game development...&lt;br /&gt;&lt;br /&gt;==================&lt;br /&gt;&lt;br /&gt;On a &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19779"&gt;recent opinion&lt;/a&gt; by Raph Koster I said...&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;The thing I can't stand about Koster is his insistence on unifying the game industry into one giant homogenous monolithic singularity.&lt;br /&gt;&lt;br /&gt;"We're building a lot of our worlds looking backward instead of looking at the world now."&lt;br /&gt;&lt;br /&gt;"We have to change our definition of..."&lt;br /&gt;&lt;br /&gt;"If you’re still reading 'Snow Crash,' you’re going in the wrong direction, because it's not 1992 anymore..."&lt;br /&gt;&lt;br /&gt;What *we* need to do is shut the hell up and let individual designers free to do whatever it is they please. Leave the megalithic corporate-think to Microsoft or whatever. Game design is an art form, and it is the *Kiss of Death* to impose external criteria as if they are god-given-truth on creators.&lt;/blockquote&gt;==================&lt;br /&gt;&lt;br /&gt;On Gamasutra's &lt;a href="http://www.gamasutra.com/view/feature/3760/the_gamasutra_20_2008s_.php"&gt;recent list of 20 "developers" to watch&lt;/a&gt; - in which they didn't name the creators, only the companies, I said...&lt;br /&gt;&lt;blockquote&gt;Who are the actual developers - the human beings - who are worth watching? Where's the detective work on this? We need to be interested in this game designer, that programmer or this artist far more than this or that company. Companies are just shells that own stuff. Games are made by people. Who are the people?&lt;/blockquote&gt;Then I followed with another comment...&lt;br /&gt;&lt;blockquote&gt;         From what I can tell the list reads something like this...&lt;br /&gt;&lt;br /&gt;1.) Kyle Gabler&lt;br /&gt;2.) Joseph M. Tringali, Jeremiah Slaczka&lt;br /&gt;3.) Frank Lantz&lt;br /&gt;4.) Katsura Hashino, Shigenori Soejima&lt;br /&gt;5.) Tom Fulp, John Baez, Dan Paladin&lt;br /&gt;6.) Max Hoberman&lt;br /&gt;7.) Tim Schafer&lt;br /&gt;8.) Goichi Suda&lt;br /&gt;9.) Randy Pitchford&lt;br /&gt;10.) Vlad Ceraldi, Joel DeYoung, Ron Gilbert&lt;br /&gt;11.) Steve Fawkner&lt;br /&gt;12.) Akihiro Hino&lt;br /&gt;13.) Mark Healey, Alex Evans&lt;br /&gt;14.) Mare Sheppard, Raigan Burns&lt;br /&gt;15.) Shinji Mikami, Atsushi Inaba&lt;br /&gt;16.) Dylan Cuthbert, Kenkichi Shimooka&lt;br /&gt;17.) Jenova Chen, Kellee Santiago&lt;br /&gt;18.) Masato Maegawa&lt;br /&gt;19.) Michael Booth&lt;br /&gt;20.) Dave Gilbert&lt;/blockquote&gt;Chris Remo rebutted, telling me that game development is collaborative, and that it's too hard to pick out who these individual creators are. To this I responded...&lt;br /&gt;&lt;blockquote&gt;         True.&lt;br /&gt;&lt;br /&gt;Also, a football team is made up of a lot of people - however, that doesn't stop us from learning and talking about star players like Bret Favre, Joe Montana, etc.&lt;br /&gt;&lt;br /&gt;Also, a film is made by many people - however, that doesn't stop us learning about key creators like William Golding, Steven Spielberg, Francois Truffaut, Roman Polanski, etc.&lt;br /&gt;&lt;br /&gt;Also, many people are needed to construct a building - however that doesn't stop us giving recognition to key designers like Frank Lloyd Wright, Daniel Libskind, Ludwig Mies van der Rohe, etc.&lt;br /&gt;&lt;br /&gt;(Shall I continue...?)&lt;br /&gt;&lt;br /&gt;There is no excuse for the game industry to obstinately refuse to acknowledge and celebrate the talent of those individuals who have exceptional talent.&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-3947221349402781691?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/3947221349402781691/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=3947221349402781691' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/3947221349402781691'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/3947221349402781691'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/08/more-blasphemy.html' title='More Blasphemy'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-8064355726837675772</id><published>2008-08-07T11:43:00.003-06:00</published><updated>2008-08-07T11:45:42.719-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Watching the Game Industry Come To Its Senses</title><content type='html'>I commented on a &lt;a href="http://www.gamasutra.com/view/feature/3758/an_examination_of_outsourcing_the_.php"&gt;story about outsourcing on Gamasutra&lt;/a&gt;. Basically, some big companies are starting to wake up to the fact that outsourcing makes sense. And not just for the sake of efficiency - for the sake of effectiveness.&lt;br /&gt;&lt;br /&gt;My comment?:&lt;br /&gt;&lt;br /&gt;        Needless to say I've been hammering this message a long time.&lt;br /&gt;&lt;br /&gt;Outsourcing is the rule - not the exception. You would never consider having a doctor on staff in case your employees got sick; or a lawyer for all your legal needs; or a plumber if your building broke down.&lt;br /&gt;&lt;br /&gt;The most important thing about outsourcing is that the focus shifts from production to creative - as it should. We have to stop letting production questions get in the way of trying out new creative ideas. The attitude should be we can always "crew up" to make it - no matter how risky the new design seems.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-8064355726837675772?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/8064355726837675772/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=8064355726837675772' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/8064355726837675772'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/8064355726837675772'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/08/watching-game-industry-come-to-its.html' title='Watching the Game Industry Come To Its Senses'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-6880385951382617746</id><published>2008-07-29T12:03:00.006-06:00</published><updated>2008-08-02T14:45:08.554-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Quick Post, Before They Delete It...</title><content type='html'>I posted a response to a &lt;a href="http://www.gamasutra.com/view/feature/3738/emotion_engineering_a_scientific_.php"&gt;story hailing the Utopian future of "scientific" game design&lt;/a&gt;. This kind of stuff makes my guts churn.&lt;br /&gt;&lt;br /&gt;Posting my comment here before it gets deleted:&lt;br /&gt;&lt;br /&gt;"Video game design is evolving from a barely understood activity done by genius designers driven by their gut feelings, to a craft with shared techniques and methodologies."&lt;br /&gt;&lt;br /&gt;Yes... This is the very reason why we are in the midst of a creative crisis in games - why games are rehashed, commoditized and "deadly" (qv. &lt;a href="http://www.time.com/time/magazine/article/0,9171,902526,00.html"&gt;"deadly theater"&lt;/a&gt;). Because of this drive to exclude the individual and at times irrational creative genius element in favor of something systematized, "scientific" and rational - but also ultimately lifeless.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-6880385951382617746?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/6880385951382617746/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=6880385951382617746' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/6880385951382617746'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/6880385951382617746'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/07/quick-post-before-they-delete-it.html' title='Quick Post, Before They Delete It...'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-5961789703176962896</id><published>2008-07-16T11:02:00.004-06:00</published><updated>2008-07-16T11:11:32.032-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Hammering the Effectiveness Message, Again</title><content type='html'>Effectiveness is more important than efficiency in the entertainment industry.&lt;br /&gt;&lt;br /&gt;Take &lt;span style="font-style: italic;"&gt;Apocalypse Now&lt;/span&gt;. Its making was a chaotic mess. But what they made was a good film.&lt;br /&gt;&lt;br /&gt;True the aesthetic delivery needs to have efficiency. &lt;span style="font-style: italic;"&gt;Apocalypse Now&lt;/span&gt; had tight cutting and dialog when it needed it. In a game, you need a certain framerate and so forth. But that's a different thing. That too ultimately falls under the category of effectivness - a quality of the final product. How we get to that effective destination need not be efficient - and should not be, if we sacrifice effectiveness to get there more efficiently. The whole raison d'etre of prototyping is to embrace the mess. To experiment. To try things out. To go by circuitous routes. In order to reach a destination: to build a better product.&lt;br /&gt;&lt;br /&gt;I reinforced this at a recent comment on a &lt;a href="http://www.gamasutra.com/view/feature/3724/top_10_pitfalls_using_scrum_.php"&gt;story on Gamasutra about the Agile Methodology&lt;/a&gt; (which I've worked within)... Remember that what you're making is more important than the process by which you make it. If you arrive at a place where, for whatever reason, some people are doing nothing or waiting for others, you may very well need to be there.&lt;br /&gt;&lt;br /&gt;Again, game development needs to be treated as an entertainment industry devoted to creating projects - not as a conventional operating business, focused on maximizing efficiency. Efficiency isn't the aim - effectiveness is. You can efficiently make a piece of garbage (it happens all the time).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-5961789703176962896?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/5961789703176962896/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=5961789703176962896' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/5961789703176962896'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/5961789703176962896'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/07/hammering-effectiveness-message-again.html' title='Hammering the Effectiveness Message, Again'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-42654356042030736</id><published>2008-06-11T14:17:00.006-06:00</published><updated>2008-06-11T14:30:49.730-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Load Tubes One and Two!</title><content type='html'>Okay, I've had enough of this silence bit. So many people complained that I was all talk, so I put away the black hat and put out a real first-stab at a real high-level business design. I've gotten some real, serious feedback, some offline interest, and a few of us are mucking about on our own time looking at that.&lt;br /&gt;&lt;br /&gt;Then I shut up.&lt;br /&gt;&lt;br /&gt;But my blog seems to have gone &lt;span style="font-style: italic;"&gt;blahhh&lt;/span&gt;...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;So let's light up some targets again!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Here are a couple comments I made on Gamasutra recently...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;On Simon Parkin's &lt;/span&gt;&lt;a style="font-weight: bold;" href="http://www.gamasutra.com/php-bin/news_index.php?story=18929"&gt;examination of numeric rating systems&lt;/a&gt;&lt;span style="font-weight: bold;"&gt; for game reviews:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Think of all those great works in other media - films, novels, music, etc - that were trashed, ignored or otherwise misunderstood when first released but, after time, were "rediscovered" and then went on to become masterpieces and extreme commercial success.&lt;br /&gt;&lt;br /&gt;Once again, I have to say we need to pry the reins of creative-decision-making in game development out of the hands of the short-sighted beancounters.&lt;br /&gt;&lt;br /&gt;(Note: Somebody later commented against me, mistakenly believing I was criticizing the author. Actually Parkin and I were in agreement.)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;On Will Wright's &lt;/span&gt;&lt;a style="font-weight: bold;" href="http://www.gamasutra.com/php-bin/news_index.php?story=18935"&gt;optimistic view&lt;/a&gt;&lt;span style="font-weight: bold;"&gt; of games being accepted as a form of expression:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;"We are a couple years away from being respected as a form of expression, but it's not a battle we need to fight. We'll win anyway."&lt;br /&gt;&lt;br /&gt;Yeah right... Kind've like the Civilization model of R&amp;amp;D: just keep pumping "research points" into a new tech (which, somehow you know is coming even before it's been invented), passively, and sooner or later the new tech just pops out of nowhere.&lt;br /&gt;&lt;br /&gt;Guess what?: in the real world radical discoveries don't happen that way. They are far from inevitable... They come from unexpected directions, by people often looking for totally different things. They meet great resistance.&lt;br /&gt;&lt;br /&gt;The reality is new advancements don't just magically happen. Anymore than in cinema the auteur system - and with it respect for the medium of film - appeared. The auteur system which brought respect to film occurred because of an act of government to break the monopoly of film studios. Similar accomplishments require great work.&lt;br /&gt;&lt;br /&gt;I wonder if Mr Wright would speak so free and easy if he were a just-starting-out designer today. Without the immense power his name carries. Let's say Sim City had never been invented - and thus the entire genre of Sim-like games didn't exist. And he went as a lone designer (much as he did back in the late 80s) with the proposal for such a radically new design. If he didn't have all the firepower of a working 3D demo behind him - which is de rigeur today - would he have gotten anywhere? Or would some suit at a publisher say "How quaint? However, we're trying to fill out our roster of military shooters, so we'll take a pass..."&lt;br /&gt;&lt;br /&gt;One wonders.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-42654356042030736?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/42654356042030736/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=42654356042030736' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/42654356042030736'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/42654356042030736'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/06/load-tubes-one-and-two-prepare-to-fire.html' title='Load Tubes One and Two!'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-6036998179293097827</id><published>2008-04-04T20:04:00.012-06:00</published><updated>2008-04-11T09:20:02.596-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Clarifications On The Lottery Ticket Videogame Company</title><content type='html'>After &lt;a href="http://www.sirlin.net/archive/grassroots-gamemasters-proposal/"&gt;discussions over on Sirlin's site over the Lottery Ticket Videogame Company&lt;/a&gt;, here are some clarifications and comments on LGC...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;What Is Prototyping in LGC-Terms?&lt;/span&gt;&lt;br /&gt;There was confusion over this. Prototyping may be done on electronic, tabletop or another form. It depends on the projected game. The reason why I mention tabletop a lot is because it is a way to rapidly test radically new ideas with little expense. If your game depends on a new type of sandbox play, then a fast tabletop makes sense. If your game depends on narrative design and character development, then good ol' roleplaying makes sense. If you're game revolves around a new kind of UI or physics modelling, then some kind of electronic prototype makes sense. Again, LGC is about cultivation, not control - so what matters is what the &lt;span style="font-style: italic;"&gt;talent&lt;/span&gt; thinks the prototype needs to be for the specific project.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Admission of my "Talky" Manner&lt;/span&gt;&lt;br /&gt;Some are bothered by my talky manner. Okay, I don't speak like a suit. However, I will remind you that the game industry is an entertainment industry. We ain't making business apps here - we're making compelling experiences. We're making fun. Fun is a human language.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Finally, the Meat: Just What The Hell LGC Is...&lt;/span&gt;&lt;br /&gt;This question is what has dogged me this past few weeks. People kept asking what is the LGC? Is it a publisher?, is it a game developer?, is it a studio?&lt;br /&gt;&lt;br /&gt;Yesterday, it hit me what it was. The problem is, we're looking at LGC in status quo terms. That's the wrong way to look at it.&lt;br /&gt;&lt;br /&gt;What I know now is this: &lt;span style="font-style: italic;"&gt;I don't know exactly what LGC is!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;But I do know it will be unlike anything there is right now!&lt;br /&gt;&lt;br /&gt;I know it is close to an agency - in that it directly looks for and cultivates talent - but I also know that unlike a traditional game industry agency, it doesn't kowtow to the mammoth publishers. So it could be an agency-distributor, or a packaging agency - depending on a new wave of digital distribution (Steam would be perfect) while simultaneously cultivating talent and marketing its new releases. You are free to jump in here as well. That's the cool thing about doing things that are new. &lt;span style="font-style: italic;"&gt;They're new!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I think LGC could be a game-version of &lt;a href="http://en.wikipedia.org/wiki/United_Artists"&gt;United Artists&lt;/a&gt;. In game-equivalent terms that would make it a publisher that maintains a low overhead, focuses on building a libray (see below), and gives a great deal of creative latitude to its talent.&lt;br /&gt;&lt;br /&gt;The United Artist's analogy might not bode well for some movie industry vets because UA became a shell after &lt;span style="font-style: italic;"&gt;Heaven's Gate&lt;/span&gt;. However, UA still developed a huge library - including the &lt;span style="font-style: italic;"&gt;James Bond&lt;/span&gt; and &lt;span style="font-style: italic;"&gt;Rocky&lt;/span&gt; franchises. (Besides, &lt;span style="font-style: italic;"&gt;Heaven's Gate&lt;/span&gt; was more a &lt;span style="font-style: italic;"&gt;perceived disaster&lt;/span&gt; than an actual one. According to a studio exec at UA they were capable of absorbing its losses, but Transamerica looked at &lt;span style="font-style: italic;"&gt;Heaven's Gate&lt;/span&gt; as an excuse to dump the whole adventure of giving artists creative control.) Anyway, the "pendulum" is a myth - in life things never just repeat because time moves forward and we learn from the past; and the lesson of &lt;span style="font-style: italic;"&gt;Heaven's Gate&lt;/span&gt; is exactly why LGC focuses on low-burn prototyping - to minimize risk. What we do know is that here and now in the game industry, designers are crying to get their &lt;span style="font-style: italic;"&gt;A-material&lt;/span&gt; &lt;span style="font-style: italic;"&gt;out of the closet!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Finally, LGC depends on something very important: &lt;span style="font-style: italic;"&gt;it's library&lt;/span&gt;. Libraries are not things that game publishers care to develop - after a few years (if not a few months) they put their games into the bargain bin. I can understand this if games are valued mainly as technology - and the period of 1990 to about 2004 saw huge leaps of tech. But I don't get why they would do that anymore.&lt;br /&gt;&lt;br /&gt;If you decide the value of games comes from their intangible gameplay, narrative design, emotional experience, or something other than their polygon count, you would never undercut the development of a long-term library by dropping older titles in the bargain bin. This is especially true now that high quality graphics are starting to be commonplace.&lt;br /&gt;&lt;br /&gt;To put it simply: the LGC believes that the intangible creative design factor is going to make the difference, which is why it will invest in unusual ideas and unorthodox talent. Now, given this, we know that unusual concepts and creators in other art forms often take time to mature. There are many examples of things which, at the time of their release, didn't do that well, but years later went on to be huge hits. David Bowie's song "Heroes", Frank Capra's &lt;span style="font-style: italic;"&gt;It's a Wonderful Life&lt;/span&gt;, Orson Wells' &lt;span style="font-style: italic;"&gt;Citizen Kane&lt;/span&gt;. All cult-classics. The Herman Miller office chair, in a totally different field, is another example - a product every focus group said was ugly, yet went on to - &lt;span style="font-style: italic;"&gt;eventually&lt;/span&gt; - become a huge seller (the Herman Miller company decided to ignore the focus groups - see Malcolm Gladwell's &lt;a href="http://en.wikipedia.org/wiki/Blink_%28book%29"&gt;&lt;span style="font-style: italic;"&gt;Blink&lt;/span&gt;&lt;/a&gt; for the story).&lt;br /&gt;&lt;br /&gt;It's the same thing with games. We need to hold out for the cult-classic. We need to develop a library and not undercut it, holding on to titles that, perhaps misunderstood when first released, can eventually go on to be understood (when the audience catches up) and sell very well in later years. Yes, two years is a long time (to some) in the game industry - but to the larger scope of humanity, to the mainstream audience, &lt;span style="font-style: italic;"&gt;two years is nothing&lt;/span&gt;. Certainly you have rented movies more than two years old. Think about it.&lt;br /&gt;&lt;br /&gt;Anyway, the timing is ripe for a venture like LGC to happen. The creative impulse of unique designers in the game industry is simply too strong to be held to a strictly corporate mindset any longer.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-6036998179293097827?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/6036998179293097827/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=6036998179293097827' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/6036998179293097827'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/6036998179293097827'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/04/clarifications-on-lottery-ticket.html' title='Clarifications On The Lottery Ticket Videogame Company'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-5657894856139255557</id><published>2008-02-19T14:31:00.032-06:00</published><updated>2008-04-11T10:47:13.410-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>The Way Forward For The Lottery Ticket Videogame Company</title><content type='html'>&lt;a href="http://www.sirlin.net/archive/the-mysterious-grassroots-gamemaster/"&gt;I got a strong reaction to my most recent post here&lt;/a&gt;&lt;a href="http://www.sirlin.net/archive/the-mysterious-grassroots-gamemaster/"&gt;&lt;/a&gt;.  It was over the "&lt;a href="http://grassrootsgamemaster.blogspot.com/2008/01/lottery-ticket-videogame-company.html"&gt;Lottery Ticket Game Company&lt;/a&gt;" (LGC). People like Sirlin asked me to sign them up. Others wondered what we could do to make LGC a reality.&lt;br /&gt;&lt;br /&gt;I have taken the last few days to think this over. Hence this entry...&lt;br /&gt;&lt;br /&gt;First let me acknowledge now is the time to &lt;a href="http://en.wikipedia.org/wiki/Six_Thinking_Hats#Six_de_Bono_hats"&gt;take off the black hat I normally wear and put on my green hat&lt;/a&gt; - and scour the edge from my voice.&lt;br /&gt;&lt;br /&gt;Here are some core elements I see over how to make the LGC come true. This is not meant to be definitive - I am only one person and have a design-bias, I acknowledge a broader understanding is needed. Anyway, let's get going...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Passionate Advocacy, Not Methodical Balance&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Balance is something we do a lot of in game design. We act like the investigators that exist in &lt;a href="http://en.wikipedia.org/wiki/Civil_law_%28legal_system%29"&gt;Civil Law&lt;/a&gt; in our search for truthful design. When we determine the capabilities of, say, a unit, we methodically look at both sides, analyze, then make a judgement based on what we believe is the truth for our game design Obviously, we do this to make a game playable, and it is comfortable and familiar for us to do this when we consider how to move forward, creatively, in the game industry. However that practice cannot be used if the LGC is to succeed. We have to become passionate &lt;span style="font-style: italic;"&gt;advocates&lt;/span&gt;, as in the search for truth used in &lt;a href="http://en.wikipedia.org/wiki/Common_law"&gt;Common Law&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Nobody knows the truth. With a methodical, balance-oriented perspective, we will always undermine good suggestions of a way forward because nothing anybody can suggest can be &lt;span style="font-style: italic;"&gt;proven&lt;/span&gt; definitively right. Honestly, we should do some good old-fashioned *tabletop* roleplaying game sessions, because there we have to make a decision based on imperfect understanding. Put it this way: if the game industry is a band of adventurers stuck in a dungeon with dreary uninspiring games as its monster denizens, then we can argue forever about which door to take, and somebody will alway have a reason why we shouldn't go down this or that hallway, but it's only by taking a door that we'll get out of here.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Emphasis on Communicating ,Then Doing&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Now, this said we come to the opposite extreme which is to not discuss process, just shut up and do. In disaster response they have a saying: &lt;span style="font-style: italic;"&gt;a plan without action is a daydream, but action without a plan is a nightmare&lt;/span&gt;. One of the reasons we got stuck in our present creative crisis is because we painted ourselves in a corner - we didn't consciously choose a way to create games, we just passively let it evolve (i.e. started with the tiny dev team, then as requirements got larger simply tacked on more people until we wound up with lethargically huge teams, having giant supply tails and no agility to afford to do anything risky [lest the whole thing crash]).&lt;br /&gt;&lt;br /&gt;Put it another way, we can't say "shut up and make your game demo". We don't want to shut up, we want to talk it out first. Every original game begins as a dialog in its early design doc and prototype phase. It's the most important part of making a new game, and we don't want to rush past it just to implement something in order to make it "look good" for people who know graphics but not gameplay.&lt;br /&gt;&lt;br /&gt;(You could say, the above two points are an attempt to re-establish a balance between doing and contemplating.)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Using Imagination&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Imagination is more important than knowledge.&lt;/span&gt; --- Albert Einstein&lt;br /&gt;&lt;br /&gt;Communication leads to this: a visualization of a new game - not an actual game. It's more important we imagine a new game, early on, than build one. This is why I espouse the design document so much - because it forces people to consider the game in an unrealized state; floating around in stasis. It's a plan and like Eisenhower said, plans are worthless but planning is invaluable. The design doc isn't, unto itself, what we want - it's the imagination and formalized thought about the game that the design document and early prototypes provide a framework for. Working the game out in a fluid state will help us realize it better. But we don't sacrifice this imaginative work for the sake of getting something built in that shortsighted drive to just build something, anything, even if it's crap.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Actively Searching For Good Ideas&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;We abandon the way new games are currently found: publishers passively waiting for indie teams to come up with vertical slices, then just stage-gating them; or company heads sending down an order to a design team to make a "visionary new game". That will never produce anything other than a new version of an existing game, with maybe one or two gimmicks added. (You cannot order people to be visionary. If you believe so your view sits opposite thousands of years of historical evidence.)&lt;br /&gt;&lt;br /&gt;The active part means we go out and engage prospects, cultivate talent and fund design and prototyping. Read on...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Suspension of Judgment &amp;amp; Iteration&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;In his book &lt;span style="font-style: italic;"&gt;The Educated Imagination&lt;/span&gt;, the famous English prof Northrop Frye points out the mark of advanced intelligence is the ability to suspend judgment.&lt;br /&gt;&lt;br /&gt;This means outside individuals or small teams will send in design documents or prototypes, and we will have evaluators who actively read or play them. We roll up our sleeves and get our hands dirty considering raw ideas, even on paper. Yes, we will get a flood of design proposals (and honestly, we will probably be able to judge the typical one in just a few minutes), but there will be some that hit us as being worth going to a next stage.&lt;br /&gt;&lt;br /&gt;Okay, yes, we are stage-gating here - but we are doing so on far different terms. We are stage-gating more on the criteria of creative development, and less on whether we see raw production getting done.&lt;br /&gt;&lt;br /&gt;This also means we prototype in a spiral manner. We fund a "next draft" or a first prototype. At first we suspend judgment as much as possible, but as we go forward through each iteration we let ourselves judge more and more. The urge most of us have is to judge - it's easy to say "That sucks man!" Judging isn't the hard part - it's &lt;span style="font-style: italic;"&gt;not judging&lt;/span&gt; that's really difficult, or balancing judgment with perceptive knowing (judging and perceiving are opposites). There's another term for this: &lt;span style="font-style: italic;"&gt;thinking outside the box&lt;/span&gt; (though that phrase has lost its native power).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Company Model&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;LGC is either a publisher or an intermediary between a studio/game designer and a publisher/distributor. It isn't a studio. What it does is package games and foster their development and production. This means a close relationship between free agent companies and publishers.&lt;br /&gt;&lt;br /&gt;To get the product sold might mean doing digital distribution, but at this point that is a secondary concern. The company must take the "if you build it, they will come" attitude. The single most important thing it has to sell is refreshingly good games - which is to say that cutting the LGC idea down because it doesn't have the retailer or publisher relationships right now is an unfair criticism. Ultimately, LGC is an experiment.&lt;br /&gt;&lt;br /&gt;I propose the following:&lt;br /&gt;----------&lt;br /&gt;Each game is its own company.&lt;br /&gt;----------&lt;br /&gt;Each game/company gets sold outright to the marketing entity (typically the publisher). This, I believe, is the basis for a clean deal, which makes the marketing entity comfortable (but see below).&lt;br /&gt;----------&lt;br /&gt;The company is built from a group of core developers brought together for the life of the game. The idea originator is one of the core developers.&lt;br /&gt;----------&lt;br /&gt;Typical core developers are: a lead game designer, a lead artist/art director, a lead engineer, a lead writer, a lead sound designer, a lead producer (etc), plus LGC itself.&lt;br /&gt;----------&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Who builds the game?:&lt;/span&gt; A group of outsourcer/free agent companies. The relationship of these entities to the core developers varies. For example, it may be that a lead engineer is also the principal of his (or her) own game programming company - in which case the entire game programming company might be part of the core developer team, scaling up as necessary to get work done. It depends on how the core developers want to run their own shows.&lt;br /&gt;----------&lt;br /&gt;LGC, having a design-intensive focus, would probably not try to push the technical boundaries as much - but this depends on the game design requirements. A design-driven project that can use a slightly older engine would be preferred over a technology-driven project.&lt;br /&gt;----------&lt;br /&gt;During early development, the core developers can work from their homes, coming into LGC's office a little later on to do early prototyping. When production starts, the core developers come to a temporary facility, set up for the duration of production. (If this means LGC buys one of those abandoned mining towns and transports everyone there for six months of hothouse creativity, hey, why not?)&lt;br /&gt;----------&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Compensation:&lt;/span&gt; LGC arranges the core developers to get a fee and a percent of gross. It doesn't get entangled with the subjective question of whether there is a net profit or not. We are here to make games, not game companies. The size of these compensations varies depending on the experience and clout of the core team member: a first-time game designer would probably get peanuts in a fee, but would have the hope of the gross return.&lt;br /&gt;&lt;br /&gt;During prototyping, the fee paid to developers would typically be in lump-sums: 50% up front, 50% on delivery of the iteration. This removes time pressure from LGC as a funder: hey, if you want to take 3 years doing an iteration, do it - just remember, we aren't paying you by the hour.&lt;br /&gt;----------&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Content IP Ownership:&lt;/span&gt; The game company owns the content IP of the game, which means the marketing entity will ultimately own it (since each project is its own company and, as noted above, this project/company gets sold outright to the marketing entity). Remember though, you will get compensated in a clean fashion for success.&lt;br /&gt;&lt;br /&gt;Furthemore, if the marketing entity spins this project off in any way (sequels, novelization, movie version, TV series, etc), a fee (in the form of a piece of the spin-off's budget, or an upfront amount), and possibly a percent of gross on said spin-off, is paid to the core developers. You (core developer) don't own the IP, but so what? You still get rewarded if it turns into a success, plus the spin-off deal is with *you*, not with some company that you may have been forced out of (or something like that). Plus you don't get bogged down in administering a company. (Now, again, nothing is to prevent you coming into the deal as a corporation rather than an individual, but that is your business. You might do business as yourself, but get paid through a numbered company.)&lt;span style="font-style: italic;"&gt; &lt;/span&gt;&lt;br /&gt;----------&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Technology IP Ownership:&lt;/span&gt; Since we'll likely use a lot of middleware, tech IP ownership is less of an issue. What tech IP that is developed I believe should be owned by the engineering core-team member (which would probably be an independent company).&lt;br /&gt;----------&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Creative Control:&lt;/span&gt; As of this writing I would say that moral rights over the game developed through LGC should be retained by the core team. So even if the final game content is owned by the marketing entity, the game still only gets released in the version the core team wants it to be released in. In other words, I believe the core team should get"creative control" over the game project. (Of course, the marketing entity may want creative control - which would mean the core team-members waive their moral rights - so this depends on the individual deal and the clout of the core-team members.)&lt;br /&gt;----------&lt;br /&gt;Once the game is over, you take a break until the next one.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Active, Not Passive, Approach To Teams&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Conventional gamedev wisdom today has a passive approach to "the team" that underlies any game company. First, &lt;span style="font-style: italic;"&gt;the team&lt;/span&gt; is extremely important when deciding to buy into, or fund, a game company.  Second, each company will have more or less the same team over its life (or I should say, team members are expected to stay there for years).&lt;br /&gt;&lt;br /&gt;This is a passive view of team-building.&lt;br /&gt;&lt;br /&gt;From a skill- and talent-based view, conventional gamedev is passive in that it lacks a casting element. It lacks that idea that each game should be built by people who are hand-picked because their skills and talents, their aesthetic sensibilities, their outlook and interests are what is needed. Instead, it just recycles the same people to do whatever games are in the pipeline. But the guy who did last year's horror game shooter might not be best suited for this year's WWII RTS title.&lt;br /&gt;&lt;br /&gt;From an interpersonal standpoint conventional gamedev is passive because it does not look into these issues. People either get along together or they don't. If they don't get along some discussions will be had, but pretty much &lt;span style="font-style: italic;"&gt;there ain't nothin' can be done about it, so ain't no point in investing in it&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;We reject this notion. LGC will take a different approach to team-building: an active one.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Casting:&lt;/span&gt; Core teams will be custom-built for the project - they will be cast. If the tabled game is a horror shooter, the game writer and art directors will have a good sense of horror; the lead engineer know shooter tech, and so on. If the designer's next project is an RTS, a totally new team will be cast.&lt;br /&gt;&lt;br /&gt;A corollary to casting is that the tables are turned in the normal "hiring" process. When we find a good design, we go looking for valuable core-team members we think will execute it well. This is called "packaging" in the movie biz. When talented, coveted core-team development people "sign on" to a project, their mere act of doing so advances the project's cause, and builds the new package. This seems similar to the way it's done now - talented individuals jump ship to form a new company. Here, though, the difference is you sign on to a &lt;span style="font-style: italic;"&gt;project&lt;/span&gt; - a specific game - &lt;span style="font-style: italic;"&gt;not&lt;/span&gt; a new company (with all the associated baggage that goes along with the long-term running of a company).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Interpersonal Issues: &lt;/span&gt;Gamers are good judges of technology, games and so forth - but they are lousy judges of people. They tend to be more comfortable with code than emotions - so their repertoire of team-building techniques tends to be limited. However, there are many "tools" available to build teams - open communication, personal coaching methodologies, group coaching sessions, and so on. Utilization of these techniques - which are well known outside game development - represents active effort to facilitate the smooth collaboration of teams. LGC will make use of these techniques. It won't just passively let teams succeed or fail without taking active measures to help them. It also won't just walk away from a great design idea if there isn't a team in place already to build it. Again, we will build these teams.&lt;br /&gt;&lt;br /&gt;There is no reason why mature, professional adults should not be able to work together for limited periods on projects, then go their own way and reform into different teams elsewhere on different projects. This is done all the time in other industries - it can be done in the game industry as well.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cultivation of Core Talent, Not Control of It&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;If this isn't clear yet, LGC uses a cultivation model, not a control one, with regard to the core talent it works with. Our initiative will seek to benefit from the gifts of talent, not to capture these talents and bend them to our desires.&lt;br /&gt;&lt;br /&gt;The steps above illustrate this. Each game project begins with an active search for excellent designs done by individuals or small teams. When we find one we develop it in a communication- and imagination-intensive process early on, ramping up to prototyping. Each game is officially made by its core developers: you get your name on the box and prominently in the credits. We don't shackle you to any corporate body (studio, publisher, whatever). Our value isn't in being a big corporate institution - no, it's in our relationship with you, the core developers, and doing a simple, clean deal in this game, and in the next one, and the one after that. We compensate you so that you &lt;span style="font-style: italic;"&gt;directly&lt;/span&gt; benefit if your game succeeds (not indirectly, through ownership of a company [which you may have tenuous control over] that in turn owns part your game [if it does]); we permit you to work on projects &lt;span style="font-style: italic;"&gt;you want to&lt;/span&gt;; we allow you to build your own name as an individual, and so on.&lt;br /&gt;&lt;br /&gt;But the main thing is, LGC would have a sense that it is important to discover core talent for its own sake - not talent which is subservient to whatever machine (company, studio, whatever) that it has to fit into.&lt;br /&gt;&lt;br /&gt;There are two models an organization can work with: the machine model and the garden model. In the machine model, each person is a cog in a machine. It has a focus toward efficiency. Sometimes that's necessary. But it is not well suited to innovation. In a garden model, you create an environment with all the right ingredients, then plant the seeds - the growth produced is native to the system, not driven by external parts. The occupants are nurtured, not driven to conformity.&lt;br /&gt;&lt;br /&gt;Let me make a distinction between the way LGC does it and the way it's normally done through an analogy: diamond mining. We want to find diamonds - and not wimpy engagement ring ones; massive, beautiful ones...&lt;br /&gt;&lt;br /&gt;In South Africa, years ago, a manager of a diamond company was standing in a mining pit when he saw a glint on the dirt wall. Using a pen knife he picked out a diamond so large he couldn't wrap his fingers around it. This incredible discovery was named the Cullinan, and eventually was cut into the Crown Jewels of the English Monarchy. It was found in a time diamonds were sought for painstakingly... by hand, with rolled-up sleeves. Today diamonds are scooped up en mass, by big machines that dump the "diamond ore" into crushers. The ore is systematically pulverized down to uniform gravel, and this is then conveyor-belted through a machine that is able to automatically extract the diamond bits from the rock. This system is very efficient at making the thousands of engagement rings that form most of the market for diamonds. However, if a once-in-a-lifetime diamond like the Cullinan goes through this process, it is destroyed.&lt;br /&gt;&lt;br /&gt;An obsession with &lt;span style="font-style: italic;"&gt;efficiency &lt;/span&gt;can damage the very prize it seeks. In game development we don't crush talent in the compulsive search for efficiency - we focus, rather, on being &lt;span style="font-style: italic;"&gt;effective&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;How To Fund This&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;A radically new way of doing things, such building a game in the LGC manner, usually only occurs when a situation has gotten so desperately bad it must change. But since the big publishers are already comfortably fat, the LGC would need some kind of an angel or benefactor to occur, and likely would have to be done in an experimental manner.&lt;br /&gt;&lt;br /&gt;There might be one or two parties out there willing to fund it. We'll see.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Engagement, Not Fear&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;The last thing I want to mention is this: LGC is an undertaking, an experiment that requires &lt;span style="font-style: italic;"&gt;courage&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;It takes courage to "throw open the flood gates" and take in new prospects who, by the hundreds (maybe thousands) pitch you their designs. Hey, there are a lot of psychos out there, right?&lt;br /&gt;&lt;br /&gt;It takes courage to work with a new, untested and possibly unusual talent - somebody who has not been vetted in the conventional sense. Especially if the person seems intense, possibly difficult or angry.&lt;br /&gt;&lt;br /&gt;This courage part is critical.&lt;br /&gt;&lt;br /&gt;All I can say is this: &lt;span style="font-style: italic;"&gt;people very often turn out to be what we will them to be&lt;/span&gt;. In a strange, illogical way, they respond to it. If we treat them, however subtly, as forlorn losers or potential psychos, sometimes this fatalism has a habit of turning them into that very thing we are afraid of. If, however, we engage them directly - &lt;span style="font-style: italic;"&gt;even if we are rejecting their submissions&lt;/span&gt; - with dignity and honest feedback, this has a way of resetting their expectations of life; of letting them resolve whatever crazy notions of glory they had and get on with what they can really do with their lives.&lt;br /&gt;&lt;br /&gt;With talent that seems angry or bitter, I will also say this. We really have ourselves to blame for this creative crisis. History has shown that creative genius has an intensity, a difficulty, and often an anger: Orson Welles, Van Gough, Picasso, Jesus Christ, Abraham Lincoln, Gandhi, Einstein, the Sex Pistols... I could go on and on. Rollo May, in his landmark study on creativity, &lt;span style="font-style: italic;"&gt;The Courage To Create&lt;/span&gt;, gave a word to the central driving force of an artist's creativity:&lt;span style="font-style: italic;"&gt; rage&lt;/span&gt;. Not inquisitiveness; not friendly upbeatness; not sociability; not cooperativeness; not outgoing personality; not charm; not professionalism. Rage. Now, he meant it not so much in a conventional sense, but as a creative fire. There is a direct connection between intense passion and creative brilliance. William Faulkner said, "The good artist believes that nobody is good enough to give him advice. He has supreme vanity. No matter how much he admires the old writer, he wants to beat him..." As much as we decry that kind of unbridled fire, you need it if you want to be a first-rate creative power. Think of the seventh samurai (played by Toshiro Mifune), in Kurosawa's &lt;span style="font-style: italic;"&gt;The Seven Samurai&lt;/span&gt;. He symbolizes that unbridled - and yes, a little arrogant and foolish - drive to win. He does learn humility at the end - but, the lesson is the venture needs that degree of fire. In today's corporatized, sterilized game industry those types are shunned. But we want that fire. Those are the kind of designers we're looking for.&lt;br /&gt;&lt;br /&gt;There are some who reject this idea that intense creativity is accompanied by intense feeling, but they do so for selfish reasons. They want the innovative new things to appear, but they don't want to have to weather the creators of these new things (or recognize them as such - which would also mean compensating them accordingly). They believe, wishfully, that innovation can also come from mild-mannered, nice and mellow people - people, perhaps, who are content to just be employees; people whom they can send a memo to (&lt;span style="font-style: italic;"&gt;Memo: Innovate new ideas; have them on my desk by Monday&lt;/span&gt;), and have this problem magically fixed. They want to have their cake and eat it, too. Unfortunately, history simply doesn't bear this out. Creative people and the truly creative process are marked by intensity.&lt;br /&gt;&lt;br /&gt;What we wind up with, oftentimes, is watered-down innovation. We live in a world where every movie, TV show, rock band, videogame and so forth looks like every other of the same genre. We have let the standard slip that far - partly because we are afraid to engage those scary, intense, creative people. That's natural; after all, intense passionate people are scary - as is the stuff they make. It demands a lot. Roger Ebert recounts  routinely recommending people go see this or that beautiful, artful, brilliant film, but that the crowds generally didn't - that in the end, many ordinary people are more comfortable eating burgers and fries than French cuisine. This seems to have lead to our world now: a place where the core chefs are only skilled in how to make burgers and fries (metaphorically speaking). So if you want to know, ultimately why we are in a creative crisis in the game industry, it's partly because we are so damned scared of our creators.&lt;br /&gt;&lt;br /&gt;Of course, that said there has to be realism; there has to be balance. And there sure has hell has to be a respect for the payer of the bills.&lt;br /&gt;&lt;br /&gt;The Lottery Ticket Videogame Company will engage these folks. It won't just play doormat to them, mind you... but it will engage them with clear eyes and a clean, firm demeanour. Why? Because it wants what they have: the best damn game design ideas on the planet.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-5657894856139255557?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/5657894856139255557/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=5657894856139255557' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/5657894856139255557'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/5657894856139255557'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/02/way-forward-for-lottery-ticket.html' title='The Way Forward For The Lottery Ticket Videogame Company'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-7556866026370228470</id><published>2008-02-15T08:59:00.003-06:00</published><updated>2008-02-15T09:35:20.300-06:00</updated><title type='text'>Some Posts About My Posts</title><content type='html'>There has been some talk about posts I did you might find interesting...&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.sirlin.net/archive/the-mysterious-grassroots-gamemaster/"&gt;&lt;span style="font-weight: bold;"&gt;A Debate on the Future of Game Dev...&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Most recently, Sirlin seems to have discovered my blog and did a &lt;a href="http://www.sirlin.net/archive/the-mysterious-grassroots-gamemaster/"&gt;post about it&lt;/a&gt;. In the comments, they get into an interesting debate about this stuff. After getting hammered routinely on IGDA's board it's refreshing to hear this.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://aigamedev.com/discussion/programming-helps-design"&gt;&lt;span style="font-weight: bold;"&gt;Programming: Does It Help or Hinder Design&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I made a comment on programming versus design over at an AI site, and the blogmaster spun it out into a full blog entry. Read it &lt;a href="http://aigamedev.com/discussion/programming-helps-design"&gt;here&lt;/a&gt;...&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.intelligent-artifice.com/2007/04/the_game_design.html"&gt;&lt;span style="font-weight: bold;"&gt;The Vaunted Game Design Job "Description"&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Someone a while ago did a posting on one of my earlier entries. Check it out &lt;a href="http://www.intelligent-artifice.com/2007/04/the_game_design.html"&gt;here&lt;/a&gt;...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-7556866026370228470?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/7556866026370228470/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=7556866026370228470' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/7556866026370228470'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/7556866026370228470'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/02/some-posts-about-my-posts.html' title='Some Posts About My Posts'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-1227761019228974131</id><published>2008-01-15T11:42:00.000-06:00</published><updated>2008-01-15T13:41:47.300-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>The Stifling Atmosphere of Game Development</title><content type='html'>My latest comment on Gamasutra - in response to responses where there is the view promoting the typical notion that all things in game development should be standardized (what a mouthful...).&lt;br /&gt;&lt;br /&gt;    I got an idea. How about trying to make the game industry less like a bureaucracy and more like an entertainment industry? One of the first things to do is stop being afraid that a person might not be a cog in your machine - looking, walking, talking and thinking like everyone else - and start being willing to look at their quality as a potential creator and take some chances on the unusual.&lt;br /&gt;&lt;br /&gt;You want to know why all games look, smell, act, feel the same? Partly its because of the cult-like nature of game companies - with their focus on homogenized sameness.&lt;br /&gt;&lt;br /&gt;Of course, if we did let go of the homogeneity thing, that would probably mean that (gasp) the game designers would demand their individual contributions be recognized - complete with their name on the box, a demand of a more substantial compensation, the ability to move from project to project as they (as opposed to their corporate masters) saw fit, and so forth.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-1227761019228974131?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/1227761019228974131/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=1227761019228974131' title='30 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/1227761019228974131'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/1227761019228974131'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/01/stifling-atmosphere-of-game-development.html' title='The Stifling Atmosphere of Game Development'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>30</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-6323139954730925059</id><published>2008-01-07T20:30:00.001-06:00</published><updated>2008-04-13T09:33:44.826-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>The Lottery Ticket Videogame Company</title><content type='html'>I win the lottery and get to finance a videogame?&lt;br /&gt;&lt;br /&gt;The first thing I do is take the "defined IP" and throw it in the garbage. It is bass-ackwards for the money man to start with the concept and then hire the people to fit the concept. That's like top-down command - the generals in their pyjamas and slippers in the chateaus, separated from reality, while the grunts are in the trenches on the frontlines. The best you'll get is mediocre shit that only knows how to play the game of game dev. (Hey, Thomas Edison, I want to hire you to be the inventor. What's that, you wanna make some thing called a "light bulb". Who the hell wants that? Put it away because I've already got some defined IP here.)&lt;br /&gt;&lt;br /&gt;The next thing I do is throw it open. Do a game *project*. Pitch me baby! Whaddaygot that's worth doin'?&lt;br /&gt;&lt;br /&gt;No don't like it. Got anything else?&lt;br /&gt;&lt;br /&gt;No, don't like it. Got anything else?&lt;br /&gt;&lt;br /&gt;Yah, okay that's it. Let's take a look at that one.&lt;br /&gt;&lt;br /&gt;This way I haven't hired some mediocre fuck who just looks at game dev as if it's a job - like engineering or accounting. I have his whole body, mind and soul. He's a true believer. It's *his* game we're making.&lt;br /&gt;&lt;br /&gt;Now, since it's *his* game we're making, I'm gonna make a deal to reflect that. (Why? Simple. I want to make money. You don't make money making shit. You get what you pay for.)&lt;br /&gt;&lt;br /&gt;First off, this game is its own company. The actual games is going to be sold by a separate marketing company (the marketing entity - let's call it the publisher), but it (the game) lives and dies as its own company. It's own venture.&lt;br /&gt;&lt;br /&gt;Next, we talk and make a good deal, one that he feels is fair - not one I'm going to put on the table, take-it-or-leave-it. Why? Because I don't want the bullshit you might give me just to work-to-rule. I want your [b]&lt;span style="font-weight: bold;"&gt;best stuff&lt;/span&gt;[/b]. I want your A-game! I never spout bullshit like "Wanted: A designer with passion to take games to the next level; compensation = a fucking salary"! That's horseshit, we all know it. Only mediocre designers like that kind of deal (because they suck). The only way the powers-that-be get away with it is because game designers, for all their talent, have no guts to stand up for themselves and take what is theirs. So the good ones sneak around and hide. I know that. And it's true for you, too. I know you have dreams tucked away in your little designers notebooks there. Dreams you sneak around in the dark with, and hope one day to get made. Dreams you know will absolutely rule, that you are saving for that day, years from now, when you think you might somehow get the energy and contacts to finally *finally* make a game company to go into production (the rigmarole of making a company being a process we both know is an incredibly inefficient hazing ritual designed by the cynical overly analytical types that crush the life out of gamedev - which is precisely why filmmakers don't waste a lot of time managing companies [they have other things to do...]). So to get at these dreams I'm going to cut to the fucking chase and allow you to jump the queue. But I know I'm gonna have to do two things to get that: 1.) listen to and be open to these concepts; 2.) compensate you for them in a way that my risk (burn rate) is minimal, but you get compensated *if* they turn out profitable.&lt;br /&gt;&lt;br /&gt;I've already established a willingness to listen, so how do I compensate you?&lt;br /&gt;&lt;br /&gt;First, you get average-to-low fee up front (preferably low). You wanna work in something you believe in, you have to take equity, which means taking on risk. (Well, okay... If you're a veteran, or your idea is good [or part of a franchise maybe], you get a pretty substantial fee up front.)&lt;br /&gt;&lt;br /&gt;Now, if it sells well, you get a piece or a fee paid for anything that spins off from this concept. You get a fee piece of the budget to any sequels, if it gets turned into a film, TV show, comic book, novelization, training application. You name it. That's what you get. It's fair. So give me your A-game.&lt;br /&gt;&lt;br /&gt;Either that, or we give you a piece of the &lt;span style="font-style: italic;"&gt;gross sales&lt;/span&gt; of the game (though you'd truly need to be a veteran for that). Remember: I'm not fucking around. I'm not interested in you being yes-man to the piece of shit game we've assigned you - I'm asking what &lt;span style="font-style: italic;"&gt;you think&lt;/span&gt;. It's your chance. (If you hand me anything tired - like an old genre game but with a few extra doo-dads - you're fucking gone. So be passionate and &lt;span style="font-style: italic;"&gt;aim high&lt;/span&gt;.)&lt;br /&gt;&lt;br /&gt;(Hell, if you - personally - have an agent, I'll work with them too. But just remember... &lt;span style="font-style: italic;"&gt;Your A game!&lt;/span&gt;... I want it. I am not prepared to *actually believe* - like so many suits do - that my own shit smells like roses. So don't dick me around.)&lt;br /&gt;&lt;br /&gt;Next, I have only 1 or 2 designers and we prototype. Like for maybe 6 months to a year. Wow! Think of my burn rate! Two people! Do I even need an office to do this? I doubt it. Come over to my apartment dude. Let's make this bitch. I hire high school or university students for some playtest sessions. We're talkin' small flash games or even a tabletop version. I get at the fun. The programmers and analytical types are leery of this: you can't test framerates or polys with a tabletop. Fuck it. I'm interested in the fun factor! If I capture it here, I know I'll be able to duplicate it in the electronic version.&lt;br /&gt;&lt;br /&gt;Six months to a year later, I have a prototype, plus a fully-fleshed out design doc. Now I cast to build it.&lt;br /&gt;&lt;br /&gt;Of course if six months to a year later we have a piece of poo - the prototype just didn't turn out - well, it gets canned. But not a huge loss since we didn't ramp fully up anyway.&lt;br /&gt;&lt;br /&gt;I go to outsourcers to build this bugger into a real finished game. Not offshorers - outsourcers (there's a difference). Gimme your portfolio? This is the IP we have developed, what is your work like? Does your work fit this project? How does your style fit the concept? Don't worry about fuckin' job stability. If you want fucking job stability, what are you doing in the entertainment industry (that's what games are part of) - become an accountant; I don't want you here: get out of my office. I want aggressiveness and passion. If you are hot, I'm willing to cut a deal like I did with the above parties. You manage your outsourcing company, you provide me with the stuff you agree to, you take care of your own internal shit (I don't wanna see it), and get it to me more or less on time (I'm not as much of a stickler on deadlines because my burn rate is next to zilch [my whole game company runs out of a tiny little office]; and I am WAY more concerned with quality than schedules).&lt;br /&gt;&lt;br /&gt;How do I cast these suppliers? I trust the magic new thing called - wait for it - &lt;span style="font-style: italic;"&gt;intuition!&lt;/span&gt; Intuition and perception! Things that analytical types distrust (because they can't be measured with numbers) but which lead to truly amazing new discoveries (and not tediously boring shit which is what analytical types make because they are bean-counters). I don't give a shit about experience. What I want is talent.&lt;br /&gt;&lt;br /&gt;What does my company look like? You're right: &lt;span style="font-style: italic;"&gt;it's a fucking zoo!&lt;/span&gt; All the little scaredy-dweebs who just want to remake D&amp;amp;D or want to make &lt;span style="font-style: italic;"&gt;efficient coding processes&lt;/span&gt; (instead of &lt;span style="font-style: italic;"&gt;effective games&lt;/span&gt;) are scared shitless by the creative energy here; but that's okay because they are deadwood and I want them out of my eyesight. My place is a beautiful, low-burn-rate zoo. (Can't say this is what it looks like in the offices of my outsourcers. Maybe the coding outsourcer's place is a friggin' zen garden of quietude - though more likely it's the office of Epic Games, id software or some other middleware provider. But they run their show the way they want to, I run mine the way I want to.) And my zoo is just bursting with creative energy, and - working in conjunction with my outsourcers - turns out something so amazingly new and inspiring you can't help but stare at it in wonder.&lt;br /&gt;&lt;br /&gt;When it's over, all the parties go their own way for a break. Some go on to different games - done in this manner again, moving at their (the creators') pace. (Imagine that!) Again - this isn't a gawdamn factory! It's a creative hothouse! A &lt;span style="font-style: italic;"&gt;studio&lt;/span&gt;, by the actual definition of the word. But we know who we are now. We have worked with each other. I can call them up again, if I find a project that fits them. We are making a game dev community. Which is far more important than a mere company. A community! One that is open, where people feel they can continually bring their A-game out in the open. Where they can try to sell their A-game, instead of sneaking around in the shadows while they eek out a living developing stuff from unoriginal shit concepts that bean-counting executives think are cool but really are garbage.&lt;br /&gt;&lt;br /&gt;My marketing company sells the output of this one-project-game-company. And I then the time comes for me to say, "I'm lookin' to do another game! Hey world, show me what ya got!"&lt;br /&gt;&lt;br /&gt;And that's how I do it if I win the lottery ticket.&lt;br /&gt;&lt;br /&gt;...Or meet a visionary.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-6323139954730925059?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/6323139954730925059/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=6323139954730925059' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/6323139954730925059'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/6323139954730925059'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2008/01/lottery-ticket-videogame-company.html' title='The Lottery Ticket Videogame Company'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-615461457212245213</id><published>2007-12-04T03:25:00.000-06:00</published><updated>2007-12-04T03:38:36.215-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Why Game Connection Is Wrong</title><content type='html'>You know about &lt;a href="http://www.game-connection.com/"&gt;Game Connection&lt;/a&gt;? You pay a few thousand bucks and you get a serious meeting with a game publisher at GDC.&lt;br /&gt;&lt;br /&gt;It is wrong - bad, evil, corrupt.&lt;br /&gt;&lt;br /&gt;How shall I explain?...&lt;br /&gt;&lt;br /&gt;You know those classified ads you might see for actors, or book writers or whatever, where the person would go in and the agent would look at them and then say, "You know what? I think you have talent. I think you're special. I don't see people like you come in every day. So I'm gonna represent you. However, I need you to pay a fee to me to rep you? This is to cover photos, expenses [blah blah blah]."&lt;br /&gt;&lt;br /&gt;You know what places like the Actors Guild or the Writers Guild would say about those joints. &lt;span style="font-style: italic;"&gt;They're a rip off!&lt;/span&gt; Why? Because anyone who believes you really have a chance will take a percentage of what you make (traditionally that's 10 percent). If they ask for ANYTHING up front, it's a rip off! Because they are selling you out. &lt;span style="font-style: italic;"&gt;They're using you&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Well, here is this Game Connection thing, and it acts just like that... Just like the proverbial crooked agent - taking the money of the naive who flock like the proverbial chickens to the slaughter.&lt;br /&gt;&lt;br /&gt;Get real Game Connection. If you want to facilitate the bringing of new properties to publishers BECOME A FUCKING AGENT and have some balls! Stop selling out from Second One.&lt;br /&gt;&lt;br /&gt;(Or am I asking too much from people in games in general? That they believe in something other than power, technology and money - selling games with the attitude of a drug pusher. That they be something other than amoral in a headlong race to the bottom?)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-615461457212245213?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/615461457212245213/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=615461457212245213' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/615461457212245213'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/615461457212245213'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/12/why-game-connection-is-wrong.html' title='Why Game Connection Is Wrong'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-1499333547444933566</id><published>2007-11-29T14:37:00.000-06:00</published><updated>2007-11-29T14:40:59.187-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Tell It Like It Is, Jonathan</title><content type='html'>More polite than myself, but Jonathan Blow at the Montreal International Game Summit delivers &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=16392"&gt;the same basic message&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Refreshing.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-1499333547444933566?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/1499333547444933566/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=1499333547444933566' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/1499333547444933566'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/1499333547444933566'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/11/tell-it-like-it-is-jonathan.html' title='Tell It Like It Is, Jonathan'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-2477769659202259755</id><published>2007-11-18T13:25:00.000-06:00</published><updated>2007-11-18T17:24:00.157-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Facing A Small Little Evil</title><content type='html'>James P Carse, the theologian and author, once described evil as the need to silence another utterly.&lt;br /&gt;&lt;br /&gt;I have argued for individual game designers to be seen and granted direct rights. Their name on the box; the ability to ultimately earn gross revenues (which can only be earned with individual recognition); the creative freedom to move from project to project (instead of being treated as a cog in a game development machine - a process which, by the way, ensures nothing but formula will be made).&lt;br /&gt;&lt;br /&gt;In response to vocally fighting for these rights, the folks who gather around the IGDA forums - well, some of them at least - have descended to hurtling their rotten shit at me. And some  admins have &lt;a href="http://www.igda.org/Forums/showthread.php?s=07d0b5534592d3fa72c615574c7fc7de&amp;amp;postid=193822#post193822"&gt;deleted all my posts&lt;/a&gt; (thank God I saved a few to repost here).&lt;br /&gt;&lt;br /&gt;It is their shit, but they can't stand smelling it, so they accuse others of being responsible for it. In this case, this shit is the awful implications of having to stand apart as an individual creator and make a name for oneself. A lot of people who believe that work alone can take you to the top - that talent should be removed from the equation - must look at this and be utterly terrified. The idea that the industry might change such that some unknown game designer might appear out of nowhere with a design doc a thousand times better than anything they had done would probably keep them awake at night.&lt;br /&gt;&lt;br /&gt;They stand behind excuses like the game industry is too collaborative, it can't work that way, you can't tell from a design document if it will make a good game (a load of shit if I ever heard one), etcetera, etcetera. Well, the film industry has always been that collaborative, and yet film did develop an auteur concept - a development that lead movies out of the swamp of Saturday afternoon pulp culture to the heights of actual, mainstream art. Another excuse: experience is everything. I remember one man telling the anecdote of how he had been working 20 years in a company, but then some new guy with only 5 years of experience was promoted over him. The listener asked the complainer to be honest: you don't have 20 years of experience; what you really have is 2 years multiplied 10 times over.&lt;br /&gt;&lt;br /&gt;To Ogre and the rest at the IGDA. You can crush a few postings, but you can't destroy an idea. You can't crush a spirit.&lt;br /&gt;&lt;br /&gt;And now, to reinforce your position, as it emerges that design is an art in and of itself, because you have chosen your stance - that it is just like any other labor - you will have to repeatedly crush this idea over and over and over again.&lt;br /&gt;&lt;br /&gt;Then one day you will wake up and realize that you were on the wrong side of history. One day that game designer will appear and sell that design document and suddenly the entire industry will come apart. That rotten house you've built will crumble.&lt;br /&gt;&lt;br /&gt;How do I know this will happen? It already has. Read up on the history of the studio system in the movie business. The companies originally had the power, but slowly it became apparent the individual creators were far more valuable than the entities that employed them. They simply voted with their feet.&lt;br /&gt;&lt;br /&gt;I do not envy you.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-2477769659202259755?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/2477769659202259755/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=2477769659202259755' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/2477769659202259755'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/2477769659202259755'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/11/facing-small-little-evil.html' title='Facing A Small Little Evil'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-64248830108036787</id><published>2007-11-03T11:49:00.000-06:00</published><updated>2007-11-03T11:52:54.928-06:00</updated><title type='text'>The Value of a Game Designer...</title><content type='html'>People, I can see, keep thinking that the issue is to develop independence for a company. That is where I disagree. I think independence is fine, but I want it all the way. I want independence for an actual game designer, not just a company. Independence for the leads.&lt;br /&gt;&lt;br /&gt;Honestly, the way I talk is more publisher-friendly than people think. To me, the game company is just a vehicle to make a game.&lt;br /&gt;&lt;br /&gt;So far as owning IP, in the current model a development company owns the IP. But what about the value of a name? What exactly is a company? You build this company and you own the IP through the company. What if you want to leave the company? What if you get into an argument with your partner because you want to make Game X and he wants to make Game Y, so your company breaks up? What if the company boxes itself into making only zombie horror games (for example)? Say you leave it, but you own 20% of it, but 5 years later somebody takes control of it and sells its IP to a publisher for a dollar? Then where are you?&lt;br /&gt;&lt;br /&gt;See, being part-owner of a company can become a prison if you want to follow your creativity to its farthest ends. You get typecast. You get stuck doing all this company management gobbledygook that is secondary to what you really need to be doing - which is your creative work.&lt;br /&gt;&lt;br /&gt;The only entity I know that can really, soundly and stably, own something is a person. That means a name. See, all I want to do is give my own name value. How? Submitting design documents to a game publisher, have us build a temporary company for the duration of production (with other key leads who are just as important as the designer - using the core team/outsourcing model), making the game, letting the publisher get it out there, and then letting myself build a name. &lt;i&gt;And getting that damn name on the box!&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;And, honestly, the ultimate objective here isn't to own the IP - it's to build a name so valuable that it can command a share of the &lt;i&gt;gross revenues&lt;/i&gt;. Or, if the core designer is a newbie, he can command just a basic going-rate up front fee, but, if the game becomes a &lt;i&gt;hit&lt;/i&gt;, a piece of the budget for each sequel, a piece of the budget of any movie version, a fee if it gets turned into a novel, and so on. So if Game Designer Bob, Lead Programmer Frank, Art Director Jay, Lead Audio Designer Sam together make a game - a game that is built using their outsourcing companies - at the end of the day Bob, Frank, Jay and Sam get a split of the &lt;i&gt;gross revenue&lt;/i&gt; and a piece of the budget for any sequels, and other ancillary spin-offs. &lt;i&gt;And they get their names on the box!&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;I mean, if you, as a person, are getting a piece of gross revenue, &lt;i&gt;that is stable income&lt;/i&gt; (as long as the game sells; as long as its sequels sell; as long as it lives as a franchise).&lt;br /&gt;&lt;br /&gt;I know one guy who designed a game for Avalon Hill years back. As you know, Avalon Hill's library was sold to Hasbro at fire sale prices. Hasbro recently released a remake of his game - same game, better components (plastic pieces and so on) - under the "Avalon Hill" name (that's all AH is now: a brand; a *name*). I asked him if he got a piece for that. He glumly said he didn't. &lt;i&gt;But it was his game! He designed it!&lt;/i&gt; It was good enough that it was remade - &lt;i&gt;but he got nothing for that&lt;/i&gt;. That's wrong.&lt;br /&gt;&lt;br /&gt;I'm not saying any noob developer is going to get a piece of gross revenue. But I *will* say that as long as developers are effectively rendered anonymous they will *never* get that. They will be slaves.&lt;br /&gt;&lt;br /&gt;So maybe you don't think a name is worth anything. I do. I just want the industry to give the individuals a chance to build their names.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;(This post from a &lt;a href="http://www.igda.org/Forums/showthread.php?s=5071f639d19767eeb046c4452f9ac705&amp;amp;postid=193276#post193276"&gt;flame war&lt;/a&gt; I've been in at IGDA...)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-64248830108036787?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/64248830108036787/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=64248830108036787' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/64248830108036787'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/64248830108036787'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/11/value-of-game-designer.html' title='The Value of a Game Designer...'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-4743464697878477004</id><published>2007-10-31T22:59:00.000-06:00</published><updated>2007-12-03T10:27:06.117-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>The Catalog of Excuses</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-weight: bold;"&gt;- or -&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-weight: bold;"&gt;Why You Cannot Be An Independent Game Designer&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;Here are the "reasons" the game industry tells you why a game design document cannot be written by an independent, free agent designer and then sold as such...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;You Become A Utility, And Your Value Becomes Diminished Significantly&lt;/span&gt;&lt;br /&gt;This excuse is exactly what the principle of Silicon Knights, Dennis Dyack, &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=15660"&gt;said recently&lt;/a&gt;. According to Dyack, if you become a free agent game designer, you become reduced to "a commodity".&lt;br /&gt;&lt;br /&gt;This one makes me laugh. It reminds me of the old-school industrial executives who implemented the Workers Compensations Acts we see in various countries, ostensibly to "protect employees" after suffering workplace injuries: these acts were made mainly to prevent workers from suing their employers.&lt;br /&gt;&lt;br /&gt;Pray tell, Mr Dyack, are your internal designers not already commodities? Or do they work purely for charity?&lt;br /&gt;&lt;br /&gt;The fact is, at some level, we are all commodities. We are all objectified at some point or time. When you get into many professions - indeed many facets of life - the question of when one is objectified and when not is complex. But you can't just paint it black and flush it down the toilet. Any great artist, for example, makes a work that is transparent in its execution and speaks from their non-objectified humanity - and yet executes it as an object-like creator: like a machine (i.e. using skill, knowing tools, code or grammar or math, calculating effects, manipulating light, color or mood, and so on). Martin Buber wrote an entire book on this, &lt;span style="font-style: italic;"&gt;I and Thou&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Personally, if I'm going to be a commodity (i.e. a worker getting paid to produce x-number of pages having y-quality in the form of a design document), I would rather prefer to be in control of my own destiny thank you. I appreciate your concern for me Mr Dyack, but you can let me off my leash now. (I think the statement says more about your fear I may discover my own freedom - and, God forbid, not be your peon any more - than your concern I may [&lt;span style="font-style: italic;"&gt;gasp&lt;/span&gt;] be objectified.)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ideas Are A Dime A Dozen&lt;/span&gt;&lt;br /&gt;There is legitimacy behind this excuse, but more than likely it is a cover for fear or laziness.&lt;br /&gt;&lt;br /&gt;Legitimately, many gamedev professionals are confronted by bug-eyed, enthusiastic noobs who like to play a lot of games but have no idea what it takes to make a realistic piece of software. That is when this reason is not an excuse.&lt;br /&gt;&lt;br /&gt;However, this said if you are in any entertainment business - like the game one - you know your lifeblood is hit-based. A "hit" is not the middle of the bell-curve - it is an outlier: that little one in a million thingy at the far end of the graph. (See I know what an outlier is because I'm a game designer and know a lot about probability.)&lt;br /&gt;&lt;br /&gt;Now, since you need hits to survive, your job is to find them - meaning your job is to find outliers. Therefore, your job is to roll up your sleeves, get your hands dirty, and actually sift through those thousands of dime-a-dozen ideas actually looking for the one that is a diamond. This may seem like too much work, and it may hurt your little brain and make you sweat, but really it is done in other industries all the time. Time to get your hands dirty.&lt;br /&gt;&lt;br /&gt;A corollary to this excuse is as follows: If a person with a professional and realistic demeanour - a person who speaks clearly, writes well and so forth - tells you they have a great idea for a game, and it is written up in a well-crafted and -organized design document - you are incompetent if you have not made a process to vet that idea/design.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;A Design Document Does Not Tell Us You Can Execute&lt;/span&gt;&lt;br /&gt;Actually, a design document can anticipate many gameplay and development issues that may arise. So you can't really stand behind this excuse. If it is written well, by and large you may assume its author &lt;span style="font-style: italic;"&gt;can indeed execute&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;And if the concern is that by looking at a designer who is not attached at the hip to a team, that too is not an issue. Hiring teams, finding middleware is not an issue. Just buy out the designer, take away control (though reward him handsomely, offer him a job, and reward him for any sequels you will make), and you will not need to worry about execution. You can build the company that needs to execute the game. What's important is whether the design works or not.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;We Don't Believe In The Genius Game Designer&lt;/span&gt;&lt;br /&gt;This one is widespread, but it was recently &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=15810"&gt;stated by Alex Seropian&lt;/a&gt;. It's hard to criticize Mr Seropian - after all, Wideload Games has done us all great help by introducing into game development the core-team/outsourcing model familiar to film production (which, thankfully, gets us away from the bloated 100-person internal game development studio model... and all its problems [cough - sequels - cough cough]).&lt;br /&gt;&lt;br /&gt;However, I just have to ask Mr Seropian where he gets his information from? How does he &lt;span style="font-style: italic;"&gt;know&lt;/span&gt; that genius does not exist? Has he done an exhaustive survey? Has God reported this to him - presumably in a white light vision: "Alex, rest assured - there are no game design geniuses, so you aren't missing anything..." I would point out that much of the Western world is founded on the premise that genius exists, and the acts of those geniuses spanning back centuries. I'm not claiming I am a genius, but for God's sake... don't you think it's worth it to figure out if that assumption is true before making such a shotgun claim? How, indeed, do you know what you're missing?&lt;br /&gt;&lt;br /&gt;This is particularly ironic when we learn that Sid Meier wrote &lt;span style="font-style: italic;"&gt;Civilization&lt;/span&gt; essentially as a lone &lt;span style="font-style: italic;"&gt;genius&lt;/span&gt; game designer - &lt;a href="http://www.gamasutra.com/view/feature/1523/the_history_of_civilization.php?page=3"&gt;which has come out recently&lt;/a&gt;: "Meier remained remarkably private about &lt;em&gt;Civilization&lt;/em&gt; during the early development process. 'He rarely let anyone else play the games until he thought they were pretty solid,' says [Bruce] Shelley. For months, [assistant designer] Shelley was the only person allowed to see prototypes of &lt;em&gt;Civilization&lt;/em&gt; in action. Other MicroProse employees commonly visited Shelley's office to bug him about the duo's current project, pestering him not to be stingy with the latest &lt;em&gt;Sid Meier&lt;/em&gt; masterpiece; they were anxious to try it out themselves."&lt;br /&gt;&lt;br /&gt;Someone should have informed Sid that he was not allowed to be a game design genius. (Thank God they didn't.)&lt;br /&gt;&lt;br /&gt;I suspect that what this excuse really amounts to is the following insecurity one may imagine in the form of  soliloquy: "I have laid awake at night and realized that when I took the full stock of myself as a game designer, I saw competence, experience, some talent for making things fairly fun - but I did not really see a truly truly deep vision for what a game could be. So when I hear of others who claim to have such a vision - who claim to possess it and badger me about looking at it - it frightens me. I don't like to be frightened, so instead of facing that fear I will refute their claim and live happily in the bliss of my ignorance. Besides, &lt;span style="font-style: italic;"&gt;they're only games after all&lt;/span&gt;..."&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Man, Don't Talk About It - Just Do It&lt;/span&gt;&lt;br /&gt;Well... First, we aren't all programmers (though it's invaluable to know at least the basics of programming). And even if we were, having a programming mentality might actually &lt;span style="font-style: italic;"&gt;impinge&lt;/span&gt; our ability to come up with something original (like, say, a game that explores a complex facet of human life [something a generalist designer would focus on], rather than a challenging series of puzzles or something technology-driven [what a programmer would be drawn to]...).&lt;br /&gt;&lt;br /&gt;Second, this is just a circular argument. A person stands up and says "we can do things better". Your response is "man, just do it the way it's always been done". It's pointless. It would be better for you to simply not say anything, because there are enough dismissive spirits out there that have moss growing on them. Get outta my way, man! I have a vision for a design but no interest in:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Programming it all on my own (again, I'm not a programmer);&lt;/li&gt;&lt;li&gt;Trying to convince a group of indie developers - typically a cluster of post-adolescents - to work for free for a year or more to build the proverbial "vertical slice" of a game to pitch to publishers. If the design vision survives such a hazing I would be surprised. Not to say a design shouldn't change as it undergoes prototyping, but the indie-team vertical slicing process - with too many chiefs not enough braves - can take an idea for a new bicycle and transmute it into a "canoe with wheels" pretty damn quick.&lt;/li&gt;&lt;/ul&gt;In the end, you say a game design cannot stem from an individually-developed concept and I say it can. So we disagree. But I have the stronger position. Why? People who say something cannot be done without really investigating it are usually proved wrong. History has shown that.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;If you drop off a design document, you've only done 5% of the design work involved in making that idea a good game, and it's the easy 5%&lt;/span&gt;&lt;br /&gt;This excuse comes from one of the comments to this very blog entry. What's ironic about it is that the commenter is oblivious to the limitation of their own understanding of brilliance or genius.&lt;br /&gt;&lt;br /&gt;Genius is not a brute force quality. You cannot measure it by how much suffering it undergoes to get something done. No. You measure it for what it does. In fact, if it does it effortlessly, then it is all the more brilliant.&lt;br /&gt;&lt;br /&gt;Let me put it another way. If you are hunting and going to shoot a dinosaur with a rifle, maybe 1% of the energy involved will be that expended by your body to hold and aim the rifle at the target. The other 99% will be from the shell as it explodes and sends the bullet forward with enough kinetic energy to make the kill. This said, a cynic with limited imagination would conclude that the energy spent to actually aim the rifle is really insignificant since, if you measure it, it's minuscule compared to the energy needed to kill the dinosaur. Well... it may be a small proportion to a bean counter, but it is in how that small proportion is spent that makes the difference between a year's supply of dino steaks and just firing off into space.&lt;br /&gt;&lt;br /&gt;Translation: A cynic knows the cost of everything but the value of nothing.&lt;br /&gt;&lt;br /&gt;If you cannot understand why the initial spark of a concept and the first blueprints that will set the direction of a venture true are so incredibly crucial... well... I think nothing I can say will help you see.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Average Publisher Gets Far Too Many Submissions&lt;/span&gt;&lt;br /&gt;A variant on the Ideas Are A Dime A Dozen excuse, above. All you are telling me here is that it would be too hard. That if you actually "let the floodgates open" - if you actually accepted submissions of independent design documents from lone designers (or small teams) - there would be too many to go through.&lt;br /&gt;&lt;br /&gt;Because you can't let the proverbial floodgates open, you use the arbitrary excluder of forcing design submissions to be advanced to the form of a vertical slice (which I have written on &lt;a href="http://grassrootsgamemaster.blogspot.com/2007/08/why-vertical-slice-makes-game.html"&gt;elsewhere&lt;/a&gt;). Again, an arbitrary hurdle thrown up not to find better designs, but merely to "cull the herd" of incoming ideas that come your way.&lt;br /&gt;&lt;br /&gt;Well... You make money. In the film industry they have an entire system in place to get a screenplay from a lone writer's desk all the way to a finished piece of celluloid. There are agents, there are the readers of studios, often screenplays are adapted from novels, plays, magazine articles and so forth. All of these things are vetting mechanisms that don't require the screenwriter go out and shoot the first 30 minutes of his science-fiction action movie. I'm sure you can come up with something equal to that.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;How Would You Feel If You Made A Game Company And Then Some Outsider Asked You To Look At A Design?&lt;br /&gt;&lt;/span&gt;During a long, brawl of an IGDA thread someone asked me this (to paraphrase): &lt;span style="font-style: italic;"&gt;How would you feel if you made a game company but then some guy from outside approached and asked if you would take a look at his game idea?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;My answer is simple: If that guy has a better design than anyone inside my company I would feel grateful and lucky.&lt;br /&gt;&lt;br /&gt;(What is normally said is any game company already has a roster of ideas it wants to make, so won't consider an outsider's. It's a non-reason, but a popular non-reason.)&lt;br /&gt;&lt;br /&gt;However, I don't propose game designers pitch designs to game companies anyway. Instead, I propose that design agents appear, these agents package independent designs, sell them to funders, and that a company be built around said greenlit game design; a company that will later be sold lock-stock-and-barrel to a marketing entity (probably a publisher) - less (hefty) fees for the designer and (outsourced) developers, and fees to exercise ancillary rights and so on (should the design be turned into a sequel, movie, T-shirts, etc).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Design Is A Team Process&lt;/span&gt;&lt;br /&gt;So what? Film is also a team process; a helluva lot more so than games. (Ever been on a cold location on the 14th hour of production? With a dangerous stunt about to be executed? That makes game development "collaboration" look like kindergarten my friend.) And yet screenwriters are able to independently sell screenplays. Screenplays which are shaped by other creators - the director, actors, art director, cinematographer, etc -  to ultimately make the final film. And yet filmmakers are not tied together in the arbitrary collectivist team - stuck together for years making the same games over and over; and the leads get their names on the box.&lt;br /&gt;&lt;br /&gt;Certainly there is nothing to say that a design document, once drawn up and sold, could not then be altered as the other important parties - art director, producer, lead programmer and so on - become involved.&lt;br /&gt;&lt;br /&gt;Get over yourself.  You're just scared.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;You Need To Work Up From Within A Company&lt;/span&gt;&lt;br /&gt;As in, if you want to be a game designer you need to get work with an existing game company, work there for a few years to get yourself established, and then propose a game.&lt;br /&gt;&lt;br /&gt;This excuse diverts attention away from the matter at hand - the actual game design you wish to propose - and focuses it on you, the designer. It assumes, basically, that the purpose of a game design is to be a stepping stone for a person to &lt;span style="font-style: italic;"&gt;become a game designer&lt;/span&gt; - rather than to be realized for its own sake.&lt;br /&gt;&lt;br /&gt;This excuse has a careerist outlook and is ultimately cynical and rigid. Holders of this position cannot comprehend that a game design might need to be executed (and then turned into a game) - let alone that it could, say, actually &lt;span style="font-style: italic;"&gt;change people's lives&lt;/span&gt;. To do so would require them to open their minds too much. No. Game design is just a means to power, money and fame. Sad.&lt;br /&gt;&lt;br /&gt;If you or I are struck by a vision to make a really revolutionary game, trying to fit said vision inside this careerist box is going to be painful. Since this view's proponent automatically assumes designs in and of themselves are worth little (it's the designer that counts), you will have to let your design gather dust on a shelf for years while you build up credentials. And then, when you finally have time to revisit your design, everything may have changed. The timeliness of it may have passed (your design may have contained genuine commentary on current events, for example); your passion for it may have faded; the company you chose to work for now may be "looking for" a certain type of game that your design does not fit... Any number of things.&lt;br /&gt;&lt;br /&gt;David Mamet said (to paraphrase) the ruination of many writers is that they think of themselves as writers. Then he draws a comparison to being a chairmaker. When you are a chairmaker, you don't sit around naval-gazing and thinking "Wow, I'm a chairmaker." No.  You make chairs. If the chairs get better then you, by inference, are a better chairmaker. But the point is to focus on the chairs, not on yourself.&lt;br /&gt;&lt;br /&gt;If you are a game designer you write designs. Designs to get made. What you need to focus on is those designs. This is precisely what book authors do, what filmmakers do, what architects do - they focus on the product. Yes, there are career elements (like you'll need to get work to support yourself while you write your design), but there is never a rule set by God in stone that young upstarts must serve x-number of years before they are allowed to reveal the work they have done. If there is, it needs to be torn down because it's destructive and it throws up barriers to the real prize - which is finding original design concepts, writing them, getting them made and in front of players.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;You're Just Bitter&lt;/span&gt;&lt;br /&gt;An ad hominem cop-out. Address my points, if you can - don't throw mud at me, personally.&lt;br /&gt;&lt;br /&gt;And let's say I am bitter. So what? You know there was a time African Americans felt bitter (or internalized that bitterness to crippling depression) because the population at large simply assumed they were sub-human property. They wanted to be let out of the mental cage those with power had put them into, so as to gain their freedom. Would you dismiss their claims with a flippant "You're just bitter" remark? Look at the issues, not the mood of the speaker.&lt;br /&gt;&lt;br /&gt;That is an extreme example - and I'm not saying that I'm a slave - but on the other hand, when you go to the trouble to write a damn good design, but &lt;span style="font-style: italic;"&gt;nobody will (seriously) look at it&lt;/span&gt; - not because it's bad, but just because, arbitrarily &lt;span style="font-style: italic;"&gt;it isn't done that way&lt;/span&gt; - you start to feel the air leave your lungs; you start to feel yourself suffocate. Like that character at the end of &lt;span style="font-style: italic;"&gt;Invasion of the Body Snatchers&lt;/span&gt;, who sees the world falling apart around him but, more so, the blindness of others to the threat. Archibald MacLeish said the duty of a poet is speak their poem before it rises as a cry in the throat. He acknowledges a great truth: that the passion and vision of a (potential) creator, if disowned or imprisoned, will turn inward and rip its owner apart. Why would the same not be true of game designers? Is it not a creative occupation? If it is, will its creators not begin to feel their voices rise into a bitter cry when their destinies are effectively controlled by cynical bean-counters who couldn't give a damn about getting something out there that needs to be gotten out, but only in cranking out formula?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;This Argument Is The Toilet&lt;/span&gt;&lt;br /&gt;Over on IGDA I got into an &lt;a href="http://www.igda.org/Forums/showthread.php?s=9e60ec69f66d7019225c15a4520b4ea7&amp;amp;threadid=28454"&gt;argument&lt;/a&gt; about this and felt the wrath of many being dumped on me. But I stuck it out. Someone asked why the thread hadn't been locked. The admin said it hadn't because every discussion place needs somewhere to dump its shit, then declared that this thread is a toilet.&lt;br /&gt;&lt;br /&gt;Okay, it is a toilet. But it's through the absolute shit of life you sometimes need to go.&lt;br /&gt;&lt;br /&gt;It's telling to call this debate a toilet. It acknowledges the darkness of feelings some have around this topic. I often wonder why, when I repeatedly call for the liberation of game designers - for a world where a game designer gets to have his name on the box (even if he isn't a Sid Meier); where he gets to sell a design and earn money for it &lt;span style="font-style: italic;"&gt;and&lt;/span&gt; for its sequels and its spin-offs - that people dump shit on me. However, looking over history and psychology it's really not such a surprise. If you smash the master's house and set the slaves free, the slaves might often hate you more than love you. You offer them freedom, but freedom - as Erich Fromm &lt;a href="http://en.wikipedia.org/wiki/Escape_from_Freedom"&gt;tells us&lt;/a&gt; - is damn terrifying. So terrifying, people may set upon the liberator rather than face the frightening unknown freedom offers.&lt;br /&gt;&lt;br /&gt;That's the toilet: that terrifying unknown.&lt;br /&gt;&lt;br /&gt;I call for the freedom of game designers. The freedom for them to work and be known as individuals, their name &lt;span style="font-style: italic;"&gt;always&lt;/span&gt; on the box. To be able to work out a design on their own, get an agent on their own to package and sell said design &lt;span style="font-style: italic;"&gt;directly&lt;/span&gt; to a publisher (not as part of a game company), and to follow their creativity &lt;span style="font-style: italic;"&gt;to its ends&lt;/span&gt; (instead of seeing themselves as merely a part of a larger herd known as a "team" or a "game company", always serving the top-down command of some high-up financial executive who knows little if anything about games). And I get shit on for doing so.&lt;br /&gt;&lt;br /&gt;The toilet is there. But it's your toilet, not mine. If this world comes into being, you now must face the possibility that maybe you don't have the talent to be the game designer. That the bar may raise so high that games of today become laughably stupid to gamers ten years from now - much the way we chuckle at old films that, in their time, were viewed as high art.&lt;br /&gt;&lt;br /&gt;It's your toilet. To stare into that shit - into that monster. To look into its teeth. If this world comes true, you know that simply serving time and building up seniority and "experience" will not disguise your mediocre talent from the world and let you design the game you dream to. Is your design talent mediocre? I have no idea. Is it scary to think it might be? Absolutely. But it's a fear that must be faced.&lt;br /&gt;&lt;br /&gt;I think that people sense I believe very strongly in my own talent. Otherwise why would I so vehemently insist over and over again that we get the ability to open up the game and let individuals sell designs. Obviously I have designs I want to sell and I believe they are damn good. Recognizing the basic violence in the impulse of &lt;a href="http://en.wikipedia.org/wiki/Ren%C3%A9_Girard#Mimetic_desire"&gt;mimetic desire&lt;/a&gt;, I know this will draw hatred onto me. That others may perceive in me something they do not have, and will hate me for that. The dynamic of mimetic desire has been that forever. That's why I am adamant that I must remain anonymous. I don't want to become a scapegoat (which, in terms of my professional life, would amount to being blacklisted and effectively forbidden from working in game design - it may be a confining labyrinth, but I have to make a living).&lt;br /&gt;&lt;br /&gt;Yes, I seek to free up the playing field for myself. But if one person frees it, it will become free for all of us.&lt;br /&gt;&lt;br /&gt;All that has to happen is one person sell a design document independently. Once that happens, the whole structure will crumble and reform itself. You're a game designer (I assume). You must then know something of probability. What do you think the probability is that a designer will sell a design document as a free agent in the next, say, two to five years? Ten percent perhaps? And then in the years after that? You must know that if you keep rolling a ten-sided die over and over again, you will eventually roll a "1". It will happen. It's just a matter of time.&lt;br /&gt;&lt;br /&gt;I think maybe you can see where I'm going. It's inevitable. Some day someone will do this. There are already sites like gameinvestors.com that are appearing for this very reason. Someone will sell a design alone, and then designers will become free agents and the crusted framework of game companies will come apart at the seams - the entire way games are made permanently altered. All it takes is one person to sell one design document and that will happen. Sooner or later that will happen. And deep down you know it. Then, no longer having the comfort of melding into a team of buddies and building up experience you will have to face the reality of your own talent as a designer.&lt;br /&gt;&lt;br /&gt;Do you have what it takes?&lt;br /&gt;&lt;br /&gt;That's the toilet. It's your fear. Face it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-4743464697878477004?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/4743464697878477004/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=4743464697878477004' title='28 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/4743464697878477004'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/4743464697878477004'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/10/catalog-of-excuses.html' title='The Catalog of Excuses'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>28</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-1580911958392853043</id><published>2007-10-19T10:38:00.000-06:00</published><updated>2007-10-20T09:25:30.777-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game publishing'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Why The "Vertical Slice" Is Bad</title><content type='html'>I have heard that typical comment by publishers, "Hey make a demo if you want us to consider a new game idea."&lt;br /&gt;&lt;br /&gt;Unfortunately, it serves the opposite effect. It hinders innovation. Not only that, it is needlessly harmful to young developers who need to be told that their game idea is not going to fly.&lt;br /&gt;&lt;br /&gt;What &lt;span style="font-style: italic;"&gt;would&lt;/span&gt; facilitate innovation is to begin talking at a much earlier stage - say with a written document - rather than waiting until an idea or design gets crystallized into something that just won't work or was never wanted to begin with.&lt;br /&gt;&lt;br /&gt;You don't turn an architect away if they only have a blueprint, saying "How come you haven't actually built 20 per cent of your building for me to make a decision". No. You look at the actual blueprint, and any physical mock-ups, and then you say "yes" (to a next round of design) or (more likely) "no" - allowing the architect to go back to the blueprint, abandon the project, or (if yes) get onto the business of doing the remaining blueprints and hiring a construction company, interior designer, landscaper (etc) to get it made in a rational manner.&lt;br /&gt;&lt;br /&gt;If you require people to make the infamous "vertical slice" of a game, what kind of an effect is that going to have on their design?&lt;br /&gt;&lt;br /&gt;First, it is wasteful. It's one thing to get a "no" after a written document; but to, say, spend five years making (for example) a pirate game demo on your own then having a publisher say "Sorry, we already have a pirate game in the works" - thereby dismissing your product without even considering it - is just stupid. I mean, if you are going to apply for university, do you move to the university before sending in an application?&lt;br /&gt;&lt;br /&gt;Second, it forces a demo team to use existing game technology. However, their  concept may require new technology.&lt;br /&gt;&lt;br /&gt;Third, if they are getting a team together to do a vertical slice the original concept now goes through a hazing process: it has to be sold to a crew of programmers, artists and so on, who want to work on it, who will want to change it, and certainly certainly are NOT going to spend a year or more making a demo for free on something really risky (translation: unless your concept already looks like an existing game out there [maybe with one extra doodad added to it], they probably won't get involved).&lt;br /&gt;&lt;br /&gt;Fourth, making a demo is not a test of game design - it's a test of productions skills. Very often investors in games ask, "Can this company produce this game?" That should not be a question anywhere on the radar. Does a producer ask, "Can this screenwriter use a camera?" No. Does a corporate president or a mayor ask "Can this architect operate a crane?" No. The focus needs to be on design.&lt;br /&gt;&lt;br /&gt;Fifth, by giving investors/publishers demos, they begin to think that game design somehow starts with the demo - that it magically appears out of nowhere. Translation: we make them stupid and lazy, because they don't have to hurt their brains trying to actually *imagine* something that is in a polymorphic state (such as a written design doc). We also make it seem that the innovation process is more akin to shopping than to what it really is. Innovation is not done with a shopping mentality - being presented with wares and then saying yes or no, picking and choosing among them. It necessarily requires imagination and visualization of its participants, and giving a demo skewers that. It makes the process and the publishers stupid. In the film industry, the producers (and stars and others who can greenlight a project) know that innovation doesn't start only after the cameras begin to roll - it starts at the very beginning: in the brain of the screenwriter. So they work directly with the screenwriter to get the script done right.&lt;br /&gt;&lt;br /&gt;Sixth, no project should get ultimate funding to be made without a prototype first being made. That's what the demo is supposed to be - a prototype. However a far more effective way to do this is with what in other fields is a simple iterative R&amp;amp;D process. It simply makes more sense to expose concepts at an earlier stage, with a simpler prototype, like a tabletop or a design document. Eventually, you *will* make a vertical slice - but that should be done in tandem with a producer/publisher, not in some guessing-game process where the indie team has shot off on some direction and blindly hopes that what is made as an actual physical piece of code coincides with what a publisher wants.&lt;br /&gt;&lt;br /&gt;In the end, the requirement for a working demo as a "price of entry" is just a cynical hazing ritual. It only occurs, sadly, because most game developers are quixotic and masochistic young men who almost fall over themselves to allow game publishers to utterly exploit them in a bug-eyed quest to become "paid to make games". (I have been paid to make games. Believe me, after you cross that line you usually start to notice that games are not really that much fun anymore - it is now a job.) Sadly, young men have a penchant for destroying themselves just to please their elders - they did it by the millions in World War One and they do it in their headlong quest to make publishers into passive wait-and-see types. The vertical slice does not make for a better game project - all it does is reinforce a culture of mindless action and sado-masochism over open communication (written or otherwise), a spirit of true innovation, and a sense of respect for others. Using a simpler means - like an early design doc or a very very early prototype (even tabletop) - to screen out projects that won't work, and accelerate ones that will, is a way to strengthen the innovation process, and reduce harm to the many whose game ideas will not fly.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-1580911958392853043?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/1580911958392853043/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=1580911958392853043' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/1580911958392853043'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/1580911958392853043'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/08/why-vertical-slice-makes-game.html' title='Why The &quot;Vertical Slice&quot; Is Bad'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-8239479506803359216</id><published>2007-09-13T19:55:00.000-06:00</published><updated>2007-09-13T20:55:56.315-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>The Purpose of Doing Game Design</title><content type='html'>The purpose of doing game design is not to hone your skills as a game designer, or to advance your career as a game designer. That is a byproduct of it, but that is not the &lt;span style="font-style: italic;"&gt;purpose&lt;/span&gt; of it.&lt;br /&gt;&lt;br /&gt;The purpose of doing game design is to design games. Everything else is secondary.&lt;br /&gt;&lt;br /&gt;Repeat after me:&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;br /&gt;The purpose of doing game design is to design games. Everything else is secondary&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Therefore when we see companies ask game designer candidates on the various job boards "What kind of ideas do you have? How would you improve Game X?", they are doing things precisely &lt;span style="font-style: italic;"&gt;backwards!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The job of a game company is not, &lt;span style="font-style: italic;"&gt;primarily&lt;/span&gt;, to look for new game designers. (They do have to get them, but that is a supplemental job.) Rather the job of a game company is to look for new game designs. If, in finding new game designs, they also find talented game designers, so much the better. (And, yes, they need to hire supporting staff.) But finding the designers is a secondary concern (even if, admittedly, it is a necessary one).&lt;br /&gt;&lt;br /&gt;Thus companies should seek new designs - internally or externally. In other words, in seeking a new design the proper question a company should be asking the author of said design that comes through their door is this: "What do you have for me? Surprise me. Tell me something new." In other words, they shouldn't be looking to the &lt;span style="font-style: italic;"&gt;person&lt;/span&gt; so much as to the &lt;span style="font-style: italic;"&gt;design&lt;/span&gt; that is to be tabled. If a company doesn't like &lt;span&gt;the tabled design&lt;/span&gt;, their next statement should be, "Don't like it. What else do you got?"&lt;br /&gt;&lt;br /&gt;If the company &lt;span style="font-style: italic;"&gt;does&lt;/span&gt; like it, they should buy it, for a fee, and hire the designer to do all the changes and additional work that is going to be necessary to turn the raw design into a piece of workable software - and, unless the design candidate has a name, the company should also control the final outcome of the design, and the design should be affected by the creative input of the other designers who come together to make it.&lt;br /&gt;&lt;br /&gt;This company that buys a game design can be a developer or a publisher, but more than likely it will be a publisher who sets up a temporary company whose express purpose is to make the one game (or franchise) being looked at.&lt;br /&gt;&lt;br /&gt;This means, then, that if YOU want to be a game designer, your job is to design games. It is not to get a wage and a stable job at one company for the next 10 years. (If you think that way then you are mediocre.) You may work for a developer, but it is your duty to yourself, your passion and your talent, to write and then propose your game designs. You may write them in code form; you may write them in design document form. And, here's the clincher: if your employer refuses to produce your game design, &lt;span style="font-style: italic;"&gt;it is your duty to seek a party that will produce them&lt;/span&gt;. If that means leaving your current employer or separating from your current team &lt;span style="font-style: italic;"&gt;then that is your duty&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;A corollary to this is that the purpose of a game company (developer or publisher) is not to make money from games. That is a byproduct of it - and if said games do make money &lt;span style="font-style: italic;"&gt;YAY!&lt;/span&gt;, we are all better off - but that is not the &lt;span style="font-style: italic;"&gt;purpose&lt;/span&gt; of a game company. Rather, the purpose of a game company is to produce games. Games are not to be made &lt;span style="font-style: italic;"&gt;solely&lt;/span&gt; for the purpose of making money. They are to be made merely to be what they are: to contribute to our culture, to entertain, in some cases to teach, and also to make money.&lt;br /&gt;&lt;br /&gt;A further corollary is that the purpose of game design is not to make game development companies. Making a development company is a formality that usually needs to be done - should be done as every team should be uniquely built to the needs of the game design (not the other way around) - but if you talk as if your ultimate ambition is to make a game company instead of a game design (or designs), then you are talking backwards.&lt;br /&gt;&lt;br /&gt;So, let's be clear:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The purpose of doing game design is to design games. Everything else is secondary&lt;/span&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-8239479506803359216?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/8239479506803359216/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=8239479506803359216' title='18 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/8239479506803359216'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/8239479506803359216'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/09/purpose-of-doing-game-design.html' title='The Purpose of Doing Game Design'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>18</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-197163045903414182</id><published>2007-09-11T09:19:00.000-06:00</published><updated>2007-09-12T05:06:27.072-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>The Zeitgeist &amp; I, Sept 2007</title><content type='html'>Noticed a couple interesting stories on industry portals where insiders are talking a talk parallel to my own.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Epic's New Solution&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;In a recent Gamasutra article, Epic China CEO Paul Meegan was &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=15279"&gt;talking&lt;/a&gt; about Epic's latest practises a few months ago. The reporter conveys the following...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Epic's solution that can be leveraged elsewhere? Use a small, tightly-focused core team focused on creating value - using middleware and investing carefully in differentiating projects. In addition, practice targeted hiring, purpose-built for the project, and with exactly the right skills and passion for that game.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;I believe I wrote that was the way things should be done in my &lt;a href="http://grassrootsgamemaster.blogspot.com/2007_02_01_archive.html"&gt;first posts&lt;/a&gt; in February this year. If nothing else, at least I'm in touch with the way the industry is moving.&lt;br /&gt;&lt;br /&gt;Specifically I wrote "Alfred Hitchcock knew that 75% of his work as a director wasn't in the work he did on the set: it was in casting. Same here. It amazes me that game companies actually think that the art director who worked out so well on their horror game will have the same feel for their upcoming military game. Hey! Pay attention to casting! A technology or art person or solution that was good for a horror shooter is not necessarily good for a military RTS or what have you. It might be a tiny little difference, but professionals focus on tiny little differences (as they all add up)."&lt;br /&gt;&lt;br /&gt;I also wrote, "Take in the individual designs at the early level with the fewest number of people attached to them. The fewer the better. Stripped down small teams, like special forces units advancing far into hostile and dangerous territory. Let someone or a few people come to you with a design. Like they say in the film biz, focus on the script first. You can make a bad film from a good script, but you can't make a good film from a bad script. Same with design. Then develop the design with that tiny two or three person team, until it works. Let him/her/them make a tiny little prototype for you - even if its just a small flash game, or a pen-and-paper/board game you can play out on a table in your boardroom; just to test out core ideas - and work on the design design design!"&lt;br /&gt;&lt;br /&gt;Glad to see that Epic is pursuing a similar solution. Still looking forward to the day the creators get their names on the front title screen (e.g. "Epic presents... A game designed by X..."). (I would say on the box, but that is getting less relevant.)&lt;br /&gt;&lt;br /&gt;(Of course, I'm guilty of using colorful description instead of nice bland business talk - but the basic message is the same.)&lt;br /&gt;&lt;br /&gt;Naturally I do not claim those were &lt;span style="font-style: italic;"&gt;my&lt;/span&gt; solutions either - indeed they are the solution of many industries, notably the film industry. I just can't understand why the game industry so resolutely refuses to learn from anything that goes on outside its little bubble.&lt;br /&gt;&lt;br /&gt;However, I do claim I've been hammering on these things for years.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Teaching Game Design&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Next up is this more recent reply to a &lt;a href="http://www.gamecareerguide.com/features/420/ask_the_experts_the_advantages_.php"&gt;letter&lt;/a&gt; in GameCareerGuide.com. In it, the expert responder says...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;If the &lt;span style="font-weight: bold;"&gt;only&lt;/span&gt; thing you've done is gone to game school, chances are small game developers will see your experience as being too limited for their line of work. Small game development studios need employees who can do a little bit of everything and whose experiences will bring new information and ideas to the table. They fear that game graduates -- especially those who went directly from high school to game school -- have little to no life experience and work experience, and are in essence a bit parochial.&lt;br /&gt;&lt;/span&gt;&lt;span&gt;&lt;br /&gt;This is a very recent idea in the game industry. Like, &lt;span style="font-style: italic;"&gt;very&lt;/span&gt; recent. So recent it is probably a buzzword now. In fact, if you look on job postings on Gamasutra, say, you'll rarely see that attitude reflected. I can tell you when I've worked on indie projects, they almost always drill down to what tools do you know how to use, but only later, when they're up to their eyeballs in confusion that has been generated in trying to take apart basic design devices (I'm not talking about technology here) do they realize how important fundamental general intellectual knowledge and skill is.&lt;br /&gt;&lt;br /&gt;Anyway, I put forth this idea in my "arch post" (as Gamasutra called it) on &lt;a href="http://grassrootsgamemaster.blogspot.com/2007/03/what-they-dont-tell-you-on-game-design.html"&gt;what they don't tell you on the design job ad&lt;/a&gt;. Specifically:&lt;br /&gt;&lt;/span&gt;&lt;ul&gt;&lt;li&gt;Significant experience in another game development role; preferably art or engineering. [&lt;span style="font-style: italic;"&gt;Okay, this is helpful. Helps if you know what the other guys go through. Frank, you were smart on this one. Gotta recommend you for a raise.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;What's that Frank? You say that for a game designer maybe it would help if he had work experience in a field outside game development? To try to break out of the self-insulated, derivative nature of game development? Jeezus Frank! Stop making this harder than it already is, all right!...&lt;/span&gt;]&lt;/li&gt;&lt;/ul&gt;And of course, again, this is not my idea. It's a classic practice of those with well-rounded knowledge and perspective. Still, it's value is often little appreciated in the efficiency-obsessed, machine-like game industry.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-197163045903414182?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/197163045903414182/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=197163045903414182' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/197163045903414182'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/197163045903414182'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/09/me-zeitgeist-sept-2007.html' title='The Zeitgeist &amp; I, Sept 2007'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-8808764563724779218</id><published>2007-09-06T13:35:00.000-06:00</published><updated>2007-09-06T13:43:06.681-06:00</updated><title type='text'>Game Design: Organic vs Machine-Like</title><content type='html'>Currently in a &lt;a href="http://www.igda.org/Forums/showthread.php?s=e77162d940de6d31173d74eede69b01b&amp;threadid=28454&amp;amp;amp;amp;perpage=15&amp;highlight=&amp;amp;pagenumber=1"&gt;flame-war&lt;/a&gt; on the IGDA boards (as usual).&lt;br /&gt;&lt;br /&gt;A latest posting that I thought I'd repeat here - a response to an opponent in a debate...&lt;br /&gt;&lt;br /&gt;What I talk about is giving individual creators freedom - not the freedom to create as something like a hand-out, but the freedom to merely approach funders in the centuries-old manner of artist-meets-patron. What you talk about is indoctrinating them. (You say they aren't "taking responsibility" if they fail to respond in the correct manner to their assigned indoctrination.)&lt;br /&gt;&lt;br /&gt;This is an entertainment industry at its bottom. It isn't an engineering industry - though there is a lot of engineering in it. As an entertainment industry its job is not to indoctrinate and program its "personnel" into the right way of thinking and being, to toe its corporate line. What it really is about is finding experiences that resonate with human beings. The only way to do that is to speak in human terms; and human terms are messy, organic and alive - not efficient, machine-like and dead.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-8808764563724779218?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/8808764563724779218/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=8808764563724779218' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/8808764563724779218'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/8808764563724779218'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/09/game-design-organic-vs-machine-like.html' title='Game Design: Organic vs Machine-Like'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-7575384085759141129</id><published>2007-08-09T09:11:00.001-06:00</published><updated>2007-08-09T10:01:39.700-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game ideas'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='game business'/><title type='text'>Game Idea Submission</title><content type='html'>I just wrote something in one of those &lt;a href="http://www.igda.org/Forums/showthread.php?s=d70af19c0b317e681055bed5d5f7123a&amp;threadid=28454"&gt;typical IGDA forum entries&lt;/a&gt; where a passionate newbie asks how to get a game idea made and the veteran gives the typical "go away" response. I think I'll repeat it here...&lt;br /&gt;&lt;br /&gt;The reason why the game industry is so devoid of original ideas is that even if you have gone to  the trouble of getting a job in the industry and then working to build other peoples' games for awhile there still is no clear system for submitting a game idea. Also, the pace that you are moving at is the system's, not the passion's. In other words, someone on high has said that what is *really* significant isn't the idea or the passion, but your power-status within the system. That's a view that commoditizes creative output, and basically sucks the life out of it.&lt;br /&gt;&lt;br /&gt;Say you did have an idea for a truly original game. By going through steps 1 and 2 whatever passion or originality you had will be long gone by the time you get around to submitting it.&lt;br /&gt;&lt;br /&gt;The game industry needs a true submission process, with the ability to actually sell design documents outright. It needs a scouting process which says if you have a passionate idea we want to see it now, but we will realistically weed out all the chaff that is going to come through this channel.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-7575384085759141129?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/7575384085759141129/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=7575384085759141129' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/7575384085759141129'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/7575384085759141129'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/08/game-idea-submission.html' title='Game Idea Submission'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-5591625493148567524</id><published>2007-05-18T07:30:00.000-06:00</published><updated>2007-05-18T18:27:30.635-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='pain'/><category scheme='http://www.blogger.com/atom/ns#' term='orwell'/><title type='text'>Quality Assurance 2084</title><content type='html'>QA was the path to stardom.&lt;br /&gt;&lt;br /&gt;That's what they told him.&lt;br /&gt;&lt;br /&gt;Well... at least it was the door in if you had airy dreams to be a game designer.&lt;br /&gt;&lt;br /&gt;Airy dreams, indeed. Now he was doing his work.&lt;br /&gt;&lt;br /&gt;They were in an alpha test. Had some gamers in on the local area net, playtesting. His job was to test the latest suite of assets.&lt;br /&gt;&lt;br /&gt;They looked good. There was a multiplayer game on and he checked the play stats. Nice n-scores all around.&lt;br /&gt;&lt;br /&gt;But not here... This player was crashed on his n-score.&lt;br /&gt;&lt;br /&gt;Which one was that? He looked over at the bank of gaming stations? Station M7. Let's text him.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;QA3031: M7 - what's up?&lt;br /&gt;&lt;br /&gt;M7: i can't do this&lt;br /&gt;&lt;br /&gt;QA3031: you don't find the game fun?&lt;br /&gt;&lt;br /&gt;M7: it's not that&lt;br /&gt;&lt;br /&gt;QA3031: is this level not up to par?&lt;br /&gt;&lt;br /&gt;M7: i can't do this! I WANT OUT!!!!!!!!!&lt;br /&gt;&lt;br /&gt;QA3031: want out? where you gonna go to?&lt;br /&gt;&lt;br /&gt;M7: i don't know - it's lost its meaning&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;Oh Christ. He had heard about this, but never actually seen it.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;M7: GET ME OUT!!!!!!!!!&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;He called the lead QA.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;QA3031: Lead QA, gotta situation at playtest.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;LQA92: What's up?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;QA3031: Player "wants out"?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;LQA92: Be right there.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;***&lt;br /&gt;&lt;br /&gt;"Well, this is your problem right here," Lead QA 92 said. He brought up the alpha, beta and gamma n-scores on the timescale. "They flatlined just moments prior to him 'wanting out'."&lt;br /&gt;&lt;br /&gt;"So it's a good test still?"&lt;br /&gt;&lt;br /&gt;"Absolutely. The n-scores on those latest assets are all good. In fact, this map rocks. The n-score on that latest boss encounter alone are well into green. We have a best-seller here. Corporate is going to love that. Well, but it's too bad about the poor guy at M7. He must've just suffered a crash on his n-module. We've had problems with that station."&lt;br /&gt;&lt;br /&gt;Well, that was good to hear.&lt;br /&gt;&lt;br /&gt;He looked over at the gaming stations. Body disposal was washing out the M7 pod. The other pods were good. He could see the gamers floating in the polyfluid vats, the sens-wires hooked into their brain stems. In a couple hours they'd be back on the worknet and none would be needed here for close observation so they'd rotate them out.&lt;br /&gt;&lt;br /&gt;He checked out, his shift over. He walked over to his own pod. For a moment he wondered if he would ever become one of the vaunted game designers he heard of. He wondered about the guy in M7, why he talked about &lt;span style="font-style: italic;"&gt;meaning&lt;/span&gt; just before the pain levels screamed into red - bringing him to such a final end. It was a bad feeling. He didn't like bad feelings. He hurried into the warm fluid, hooking the sens-wire up to his brain stem. The rush came as he felt his n-score go into high green through all the way to white - and the bad thoughts faded into nothing.&lt;br /&gt;&lt;br /&gt;Ahhh... what a good feeling...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-5591625493148567524?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/5591625493148567524/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=5591625493148567524' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/5591625493148567524'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/5591625493148567524'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/05/quality-assurance-2084.html' title='Quality Assurance 2084'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-5678414381811063392</id><published>2007-04-13T13:10:00.000-06:00</published><updated>2007-04-17T23:33:03.135-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><title type='text'>The Trooper</title><content type='html'>The trooper was pissing him off. The workhorse of the game. The plasma trooper.&lt;br /&gt;&lt;br /&gt;The cubicle was a pool of lamplight in the darkness, amidst a small labyrinth of other "cubes". Don was the last one there. In "design-crunch", cranking in extra hours on the design to deliver to the team, so it could get to work Monday without confusion or delays. He was tired. The others had gone to see the new movie that was the buzz there, but he had opted out. He was sucking it up, as he had done before. That's what it took.&lt;br /&gt;&lt;br /&gt;He had defined the unit properties days ago. Starting with the "workhorse" - the plasma infantry. Now he was on the advanced units - anti-grav tanks, heavy walkers, psion floaters. Giving special attacks, special powers. Making them unique to their factions. Now coming back to the plasma troopers he realized he had defined the properties in a way that wouldn't work.&lt;br /&gt;&lt;br /&gt;They were trying a new combat feature, one mainly relevant to the advanced units. But he built the unit properties starting from this workhorse unit the plasma infantry, and working out to where he was now - adding the desired features to the advanced units one at a time. He realized this now made plasma infantry untenable. It wasn't just a data balancing issue - the key combat ability depended on how they deployed, but they weren't supposed to deploy this way. Anyway it now looked like he had to rip them apart and rebuild, but in so doing he was going to have to rip apart all the units and start over. Now he was trying to figure out if there was a cheat, some way he could use to utilized the existing unit data structure and just append a new property so he didn't have to go back and rebuild it all. He tried one, but he knew it would have this weird effect that the plasma infantry would be more powerful than some of the advanced units, throwing everything off.&lt;br /&gt;&lt;br /&gt;Whose idea was this goddamn new feature anyway? Oh, that's right: it was his. Well, it was, originally... in a different form, based on an idea he got from a story he read. But it somehow got changed when he talked to the producer. Got really changed to something... unrecognizable now, really. But they were there committed to doing it. So here he was... Ah, shit. That's right. Get it done. Suck it up.&lt;br /&gt;&lt;br /&gt;He was hashing things in his mind. He pushed the chair back from his workstation. Closed his eyes and rubbed them. Turned his brain off for a moment.&lt;br /&gt;&lt;br /&gt;This sort of thing was par for the course in design.&lt;br /&gt;&lt;br /&gt;What's the time? God, it's past midnight.&lt;br /&gt;&lt;br /&gt;He hadn't slept much the prior night either. Lately, sometimes when he stood the ground would spin. He thought it might go away, it was just fatigue, but maybe he should see a doctor.&lt;br /&gt;&lt;br /&gt;"Hey, Don."&lt;br /&gt;&lt;br /&gt;He recognized the voice of Chris, the receptionist. He looked up, but didn't see her. What was she doing here? He knew they had given her a task, but the receptionists never crunched like the rest of them. (They were sane.) Maybe she was playing solitaire and lost track of time.&lt;br /&gt;&lt;br /&gt;"What's up?" he asking, standing up. She must be in the front room.&lt;br /&gt;&lt;br /&gt;Chris was nice. Had a warm smile, and a good sense of humour though stuck admist a crew of mostly male geeks who lived in odd sand castle worlds. Sometimes when he passed by her in the morning and said hello he got this vague feeling she was looking around the place in a kind of disbelief - like it was some kind of a trick being played on her. That she was an ordinary person who went to work in a strange Neverworld Disneyland. Her eyes seemed to betray a feeling that at any moment someone would point out the hidden camera trained on her, but that she was going along with it anyway, staying in on the joke, even though no one would admit to it. After all, it was a good job.&lt;br /&gt;&lt;br /&gt;He remembered one time, working on a title similar to this, Chris walked by his cube and saw a grunt unit on the screen like the one Don was working on now. The walking animation attracted her it seemed, and she looked down and started to ask about the little trooper, who he was, what he was doing, what his name was, what his dreams and ambitions were. It seemed an odd thing to ask, Don thought.&lt;br /&gt;&lt;br /&gt;"There's someone here for you," Chris said.&lt;br /&gt;&lt;br /&gt;What? At this time?&lt;br /&gt;&lt;br /&gt;"Who is it?"&lt;br /&gt;&lt;br /&gt;"I really think you need to come here."&lt;br /&gt;&lt;br /&gt;Don got up, walked toward the reception. As he turned the corner something struck him as odd. From here, across the cube farm, he could always see clear through to reception at the other end of the studio. But it was empty.&lt;br /&gt;&lt;br /&gt;"He's waiting."&lt;br /&gt;&lt;br /&gt;Chris again. From somewhere else. Maybe she went to get this person a soda.&lt;br /&gt;&lt;br /&gt;He shrugged. "Okay." Walked to reception.&lt;br /&gt;&lt;br /&gt;He looked at the floor, the carpet sliding by, as he walked. Rubbed his forehead. It was probably someone back from the movie; maybe they left something. But why would they...?&lt;br /&gt;&lt;br /&gt;Into reception and-&lt;br /&gt;&lt;br /&gt;Dead stop.&lt;br /&gt;&lt;br /&gt;He stared, and the breath rushed out of his lungs.&lt;br /&gt;&lt;br /&gt;"Reporting in," it said.&lt;br /&gt;&lt;br /&gt;What the fuck? "Ummm... What are you?"&lt;br /&gt;&lt;br /&gt;"Five Delta, reporting in."&lt;br /&gt;&lt;br /&gt;This must be some joke. The guys were back, yah... But that costume! My god, it looked real! They must've had it custom built. It looked just like-&lt;br /&gt;&lt;br /&gt;"Wow, that's good, guys," Don said as he looked around to see where the others were hiding. He walked over to get a closeup look, to touch the battle armor.&lt;br /&gt;&lt;br /&gt;The trooper stood rock still.&lt;br /&gt;&lt;br /&gt;Don touched the costume and stopped dead. He was expecting to feel vacuum-formed plastic or styrofoam or something. That's not what it felt like.&lt;br /&gt;&lt;br /&gt;It was metal. He looked closely at the details on the equipment belt. Holy shit that looks real. The trooper's... plasma rifle: it was radiating heat! The visor covering his helmet: pocked and scratched from shrapnel. He looked at the visor, could not see the face, the eyes behind it. But vaguely he sensed it... looking at him.&lt;br /&gt;&lt;br /&gt;"No fucking joke, sir," the trooper said.&lt;br /&gt;&lt;br /&gt;What the hell was this?, Don wondered. This is impossible.&lt;br /&gt;&lt;br /&gt;"Who are you?"&lt;br /&gt;&lt;br /&gt;The trooper slung the plasma rifle over his shoulder. "I already told you, sir.  Five Delta reporting in."&lt;br /&gt;&lt;br /&gt;Don didn't know what to say.&lt;br /&gt;&lt;br /&gt;"The situation is this," said the trooper. "Our platoon is holed up in an outpost waiting for reinforcements. They are going to get overrun if they don't get help. The commander sent me because all the guys in my squad are dead anyway..."&lt;br /&gt;&lt;br /&gt;Don rubbed his heys. The room started to spin slightly.&lt;br /&gt;&lt;br /&gt;"I don't want to lose those men, sir. The commander told me you would know what to do."&lt;br /&gt;&lt;br /&gt;Don looked away, then at the trooper. This wasn't happening.&lt;br /&gt;&lt;br /&gt;The trooper walked up to him. "You know who I am right?"&lt;br /&gt;&lt;br /&gt;Don stared at him.&lt;br /&gt;&lt;br /&gt;The trooper took his mask off. A face emerged from behind, looking at Don in the eyes. It scared the game designer.&lt;br /&gt;&lt;br /&gt;"You know who I am don't you."&lt;br /&gt;&lt;br /&gt;Don was freaking. "Fuck! Yah, I know who you are. I made you!"&lt;br /&gt;&lt;br /&gt;The trooper's eyes narrowed. "You telling me you've got nothing for me? No orders? No reinforcements? Nothing to bring my men?"&lt;br /&gt;&lt;br /&gt;"Your men! What men? Hell, I spawned your men! If they all die I'll just respawn them again. They're just a class. A type. An entity declaration. A property set, nothing more."&lt;br /&gt;&lt;br /&gt;The trooper looked steadily at Don. Don didn't like the feeling the look gave him.&lt;br /&gt;&lt;br /&gt;"What the fuck do you want with me?," he yelled at the trooper.&lt;br /&gt;&lt;br /&gt;The trooper took a step back and looked up at the ceiling toward nothing in particular. Don saw his whole expression change for a moment. For the barest moment. As if a stone cracking into softness, if that could happen - he saw it in his eyes.&lt;br /&gt;&lt;br /&gt;Then the hardness swept back over his face. The trooper dropped the plasma gun. He dropped his helmet. He took off his equipment belt. Next his chest armor. The rest of it. All clattering off, lying in a big heap on the ground. Stripping down to basic fatigues.  He stood over it, looking at Don now.&lt;br /&gt;&lt;br /&gt;"This is yours," the trooper said. "This pile of junk."&lt;br /&gt;&lt;br /&gt;Don said nothing.&lt;br /&gt;&lt;br /&gt;"It's useless without me, but it's what you know."&lt;br /&gt;&lt;br /&gt;Suddenly the trooper turned, sharply, with honed reflexes. Slid out the door.&lt;br /&gt;&lt;br /&gt;"Wait," Don said, running after him. Running out, he caught a glimpse of the trooper, flying silently down the stairwell. Moving fast, as if on some secret mission. Don ran after him. The trooper went past the ground floor. He went down into the basement. Don found himself underground somehow, the plasma trooper ahead moving as a shadow through the chambers and tunnels. But he couldn't keep up.  The trooper slipped away, disappeared from view.&lt;br /&gt;&lt;br /&gt;* * * * *&lt;br /&gt;&lt;br /&gt;Don sat in his cube. The spinning had faded.&lt;br /&gt;&lt;br /&gt;What happened? God, he needed rest.&lt;br /&gt;&lt;br /&gt;He looked again at the spreadsheet. At the logic sequence for the current cell. He knew he had a long way to go. Needed to soldier on to get it done - brute force, power his way through this design.&lt;br /&gt;&lt;br /&gt;The numbers looked back at him. The mechanism and matrix he made. Something about it seemed confused. He thought again about soldiering through. And he felt confused.&lt;br /&gt;&lt;br /&gt;He didn't like that feeling.&lt;br /&gt;&lt;br /&gt;He thought of the trooper.&lt;br /&gt;&lt;br /&gt;He thought of the game. What were they trying to do with it?&lt;br /&gt;&lt;br /&gt;He thought long and hard, but it seemed the more he thought the less he could see.&lt;br /&gt;&lt;br /&gt;What time was it? My God it's late. He needed to sleep.&lt;br /&gt;&lt;br /&gt;Still he couldn't shake this. What happened? What did he see?&lt;br /&gt;&lt;br /&gt;Somehow, this didn't bode well.&lt;br /&gt;&lt;br /&gt;He looked at the calender on his cube wall. He saw the days til the next milestone. But then he flipped through the months. And in his mind he flipped through the years. The years ahead. They looked grey.&lt;br /&gt;&lt;br /&gt;He thought of the trooper, the real one he met for a moment - slipping out, away from his life. Suddenly he longed to speak to the trooper. Questions came, flooding, but knew he couldn't ask them. Because he was gone. Because he missed the chance.&lt;br /&gt;&lt;br /&gt;And for a moment, for a second, it scared him. Something about the years ahead of him. It scared him. Just for a second...&lt;br /&gt;&lt;br /&gt;It didn't bode well, and he knew it.&lt;br /&gt;&lt;br /&gt;It did not bode well.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-5678414381811063392?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/5678414381811063392/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=5678414381811063392' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/5678414381811063392'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/5678414381811063392'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/04/trooper.html' title='The Trooper'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-8849508508906569539</id><published>2007-03-30T10:44:00.000-06:00</published><updated>2007-03-30T13:15:11.227-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='fun'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><title type='text'>Dead Game Designers Society</title><content type='html'>&lt;span style="font-style: italic;"&gt;A classroom. The first day of school. Sam, Mike and several other young students, all uniformly dressed uniquely, file in.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Teacher: Hello. Have a seat. Welcome to Game Design 101. No time to waste - open your assigned textbook.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The class &lt;/span&gt;&lt;span style="font-style: italic;"&gt;sit at the evenly-spaced desks&lt;/span&gt;&lt;span style="font-style: italic;"&gt; then dutifully retrieve and open their thick textbooks.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Teacher: Sam, is it?&lt;br /&gt;&lt;br /&gt;Sam: Yes.&lt;br /&gt;&lt;br /&gt;Teacher: Please read. Page one.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Sam flips to the correct page.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Sam: (&lt;span style="font-style: italic;"&gt;reading&lt;/span&gt;) Central to the issue of game design is the notion of fun. It goes without saying that you, as a prospective game designer, wish to create a game that is fun. What is fun? How do we achieve it in our game designs? &lt;span style="font-style: italic;"&gt;(pause)&lt;/span&gt; A methodical analysis of the problem of fun points us to techniques we may use to ensure our products deliver this core commodity. Examine, if you will, figure one.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The teacher walks to the whiteboard at the front of the classroom. Mike retrieves his laptop, flipping it into tablet mode. Sam continues.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Sam: Assuming for a moment we take the setting or genre of our game as a constant - say, a routine science-fiction or military shooter, it doesn't matter which - we may then isolate its quantity of fun in the form of a chart. Across the bottom is the axis of playing time, which can also signify the progression of levels. The height of our table forms the axis of playing action, which is a measure of the number of significant interactions the player must execute via the interface in order to progress through the game (a value we can easily isolate through keystroke recording).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The teacher draws a corresponding chart on the whiteboard. Mike duplicates the chart framework on his tablet. Sam reads on.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Sam: We can then shape the volume and density of significant interactions in a rising manner over the game's time axis so as to assure our game is easy at the beginning and then difficult at the end.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The teacher plots a line on the chart, moving in a wiggling manner across it in a gradually upward motion. Mike mimicks the line with his stylus.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Sam: This analytical methodology has been proven to yield the optimal output of fun per unit of time. If we then multiply this quantum by the graphic quality factor (which will be addressed in chapter three) we can go on to interpolate a total appeal quantum for the game. We must however define certain-&lt;br /&gt;&lt;br /&gt;Teacher: Okay, Sam.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Sam stops reading. The teacher examines the whiteboard&lt;/span&gt; for a moment.&lt;br /&gt;&lt;br /&gt;Teacher: Excrement.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The teacher turns to the class. The class looks at him in silence. Mike stops drawing.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Teacher: Excrement! Rubbish. Horse-hockey. Can you think of any other words?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Mike deletes the chart he just drew.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Student: (&lt;span style="font-style: italic;"&gt;surprised&lt;/span&gt;) You mean, garbage?&lt;br /&gt;&lt;br /&gt;Teacher: (&lt;span style="font-style: italic;"&gt;points&lt;/span&gt;) Exactly!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The teacher moves in among the class and crouches&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Teacher: Students, gather in. Huddle up, huddle up.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The students crowd in around the teacher&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Teacher: (&lt;span style="font-style: italic;"&gt;low voice, almost a whisper&lt;/span&gt;) I'm gonna tell you a secret. Anyone who knows basic math and can use a calculator can analyze a game design to figure this shit out. This will tell you how much activity the design generates - how well your game will distract the player until he is distracted by the next game with loud graphics and marketing. But it can't tell you one key thing...&lt;br /&gt;&lt;br /&gt;Mike: Which is...?&lt;br /&gt;&lt;br /&gt;Teacher: &lt;span style="font-weight: bold;"&gt;Why?&lt;/span&gt; Why make the game? And therefore, why play it? Why playing it will make you feel alive! Unless you ask why - and ask that not within the confined context of gaming, but out in the open context of human experience; of a living breathing human being who chooses to devote his time to playing your game as opposed to reading a good book, starting a new business, visiting his relatives, travelling to the Himalayas... or any other healthy thing that contributes to the human race! Unless you ask why, and speak on those terms, you won't have a goddamn clue how to make anything fun. How to make it &lt;span style="font-weight: bold;"&gt;really&lt;/span&gt; compelling&lt;span style="font-style: italic;"&gt;.&lt;br /&gt;&lt;br /&gt;Silence.&lt;br /&gt;&lt;br /&gt;The teacher stands and walks to the front.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span&gt;Teacher: Now I want you to rip that page out of your book.&lt;br /&gt;&lt;br /&gt;Mike: What?&lt;br /&gt;&lt;br /&gt;Teacher: You heard me. Rip it out. In fact, rip out the whole first chapter.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The students meekly begin to tear pages out of their textbooks.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Sam: But I paid fifty dollars for this book!?!&lt;br /&gt;&lt;br /&gt;Teacher: How ironic, Sam.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The tearing of pages slowly picks up its pace.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Teacher: Come on, I'm not hearing enough ripping!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Sam starts to tear the pages. He looks at Mike. They smile.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;(To be continued...)&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-8849508508906569539?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/8849508508906569539/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=8849508508906569539' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/8849508508906569539'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/8849508508906569539'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/03/dead-game-designers-society.html' title='Dead Game Designers Society'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-5714912571518597468</id><published>2007-03-19T16:26:00.000-06:00</published><updated>2007-05-18T18:28:14.941-06:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='game development'/><category scheme='http://www.blogger.com/atom/ns#' term='game design'/><category scheme='http://www.blogger.com/atom/ns#' term='publishing'/><title type='text'>What They Don't Tell You On The Game Design Job Description...</title><content type='html'>&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Lead Game Designer - [City, State]&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Job Code:&lt;/span&gt; 8995836438&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Job Category:&lt;/span&gt; Designer&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Job Location:&lt;/span&gt; [City, State]&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Job Description:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;[&lt;span style="font-style: italic;"&gt;Company&lt;/span&gt;] is seeking an experienced Lead Game Designer to join our team developing games for [&lt;span style="font-style: italic;"&gt;console&lt;/span&gt;] and other next-generation platforms. The ideal candidate will have developed and released multiple games in the role of Lead Designer. Experience on consoles, handhelds, or casual games is highly valued. We are located in [&lt;span style="font-style: italic;"&gt;some bland suburban place with cheap rent; you can't walk, bike or take transit there, ensuring you pile on extra pounds and diabetes&lt;/span&gt;] minutes [&lt;span style="font-style: italic;"&gt;via car&lt;/span&gt;] from [&lt;span style="font-style: italic;"&gt;big exciting metropolis, which we are too cheap to have an office downtown in&lt;/span&gt;] and we have a highly collaborative, low ego culture headed by game industry veterans [&lt;span style="font-style: italic;"&gt;meaning we want you to be passionate... but not THAT passionate...&lt;/span&gt;].&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Responsibilities:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Lead the overall design vision for the game [&lt;span style="font-style: italic;"&gt;Yes, we want you to be a visionary. Visionaries, we acknowledge, are seers, prophets, people who can read the future, or who, through their sheer passion and willingness to suffer for a cause, create the New which society depends on to shed the Old so that we may all experience rebirth. Or at least, this is what visionaries have been through all of human history. &lt;/span&gt;&lt;span style="font-style: italic;"&gt;Well, that's what they tell me at least...&lt;/span&gt;&lt;span style="font-style: italic;"&gt; I know there's some guys around here who "reject the notion that the visionary must suffer over their art". 'Course they've been working in the industry for fifteen bloody years and never produced much you could call "visionary" - maybe some nicely done stuff, but visionary? C'mon... Anyway, this is why we are hiring you. To be the visionary...&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;Drive the game design through every phase, from concept, presentation, implementation, tuning, and release [&lt;span style="font-style: italic;"&gt;Yes, all the prosaic and necessary work you have to do.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;You will have passion to do this game somebody else told you to do.&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;Develop working and final design documentation, including but not limited to play mechanics, game systems, asset lists, and game fiction [&lt;span style="font-style: italic;"&gt;You know: all the nitty-gritty stuff. I mean, all that "vision" stuff, well, that's okay, you know. As long as it fits inside these formatting requirements, that's okay. Did we say you were a visionary? Even visionaries need to learn the tools, right&lt;/span&gt;.]&lt;/li&gt;&lt;li&gt;Foster consensus and enthusiasm for the game vision within the development, production, and marketing teams [&lt;span style="font-style: italic;"&gt;Did we say you had a vision? Well, if you really had a vision, like Moses or Van Gough or Stanley Kubrick or whatever, well, it's only a vision if &lt;span style="font-weight: bold;"&gt;we &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;say&lt;/span&gt;&lt;span style="font-weight: bold;"&gt; it's a vision&lt;/span&gt;. I mean, you didn't really believe it was, you know, a real bonafide vision did you? We don't need any weirdos here, sorry&lt;/span&gt;.]&lt;/li&gt;&lt;li&gt;Collaborate across departments on level and asset creation to deliver exceptional and compelling play experiences. [&lt;span style="font-style: italic;"&gt;Right, again. That "vision" thing. If the lead artist thinks it's too, like "out there" for him. Well, the vision thing just has to be... You know... It has to be a nice little vision. One we can all agree on&lt;/span&gt;.]&lt;/li&gt;&lt;li&gt;Oversee and assess work created by other game designers on the project. [&lt;span style="font-style: italic;"&gt;You know all this shit we're saying to you now? Well, here we need you to say it to them. Easy. Next...&lt;/span&gt;]&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Ensure the vision is realized within the game. [&lt;span style="font-style: italic;"&gt;Ah yes... The vision... That one that we all have to agree on... The one that flooded your mind's eye with a white light; but then - in grasping its size, its sheer magnitude, the depth of its beauty - left you in a pool of hopelessness for its fleeting retreat from you; a hopeless struggle with yourself over the possibility you might ever truly attain it. The one that left you in the dark of the soul's night, wrestling with the slings and arrows of your misfortune. That made you wonder how you wasted your life on a dream; a dream that somehow you might have made a game that bettered the human lot... That held a mirror to the world and the human story, and given not only entertainment... not only gratification... but insight.  Insight... Yes, &lt;span style="font-weight: bold;"&gt;that&lt;/span&gt; vision... Well, I have the number of a good shrink here...&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;Assume responsibility for ensuring the critical and commercial success of the product. [&lt;span style="font-style: italic;"&gt;Right. It's gotta be critically and commercially successful, plus we all have to agree on it before it goes out the door. And even though we will compromise your vision, and you will not only accept that you will damn well like it - &lt;span style="font-weight: bold;"&gt;you&lt;/span&gt; (not us, you) are on the hook to make sure it makes money. Don't fret about it being a critical success - any game with 90fps, a million polys and "insane physics" is a critical success these days (lame-ass "game journalists"). What we really need is for that beyotch to make us the dough. But don't worry, if it does make millions, and it really &lt;span style="font-weight: bold;"&gt;was&lt;/span&gt; your vision (one you somehow got past the group's consensus; one that, through compromise, did reveal itself as an acceptable version of "your vision"), don't expect you will either get your name on the box or even a slice of the monetary return commensurate with your input. I mean, we like visions and all, but let's not go crazy here...&lt;/span&gt;]&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;"&gt;Qualifications:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Full product life cycle experience, with two previously shipped games. [&lt;span style="font-style: italic;"&gt;Yes, did you say you had a vision? Well, okay as it happens, you have to have a vision, but we need guarantees here. I mean, we want you to be vocational - to feel you have a calling - but WE don't want to be the ones who take a chance on hiring you first, say if you came from another industry or fresh out of school or something. We need you to be professional, too. And indoctrinat-- erm... experienced. (What's that, Frank? Vocational and professional are opposite things? Sit down and shut up, Frank.) Where was I... I mean, vision or not, hell you could be some psycho off the street for all we know!&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;Excellent interpersonal and verbal skills. Able to communicate effectively and objectively with programmers, artists, and other designers. [&lt;span style="font-style: italic;"&gt;If you actually say "no" to this sentence, you will be the only candidate in our 20-year history who has. In fact, Frank, can you tell me why in hell we have this sentence here again?&lt;/span&gt;&lt;span style="font-style: italic;"&gt; I think this is the idiot-test question.&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;Demonstrated ability to motivate and lead other team members. [&lt;span style="font-style: italic;"&gt;That means two things: one you describe your vision, but then when the team cuts it down you just shut the hell up and take it. Two: you really get around to doing what &lt;span style="font-weight: bold;"&gt;we&lt;/span&gt; want you to do, to transform your vision into something everybody in the group - from the topmost producer to the lowliest QA guy - can &lt;span style="font-weight: bold;"&gt;get&lt;/span&gt;... can understand... right off the bat. Because believe me, if we don't understand it right away, it ain't gonna fly. I mean, who the hell do you think you are, Stanley Kubrick or somethin'? There ain't guys like that in game dev, boy. Let me tell you.&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;Passion for games and the ability to articulate that passion clearly and analytically. [&lt;span style="font-style: italic;"&gt;Frank, this is another one of them sentences we left in for why?... Because everybody else has it in their job spec? Yah. Okay, candidate. Listen. I'll be honest. Nobody here knows how to articulate a damn thing. We just kind of talk a lot out of our asses. We say "cool" and "like" and "whoah" a lot. And we don't know how to write worth a damn. Just go with it, it'll work... But now tell us &lt;span style="font-weight: bold;"&gt;you&lt;/span&gt; can articulate. It's a hoop. Jump for me baby, jump.&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;Clear and concise writing ability demonstrable through writing samples. [&lt;span style="font-style: italic;"&gt;Not that anybody will read that shit anyway. I mean, you know, you'll write it down then we'll glance at it, MSN your ass over to our cube and just ask you to explain it all anyway, like with talk, right. Though I will agree, we mainly do that because all the game designers we had before, well, frankly, maybe ten percent of these game designers can write worth a damn, if that. Most are wannabe screenwriters or novelists who write these gawdawful specifications that go on and on and on, but are preciously dry on actual &lt;span style="font-weight: bold;"&gt;specification&lt;/span&gt;. The rest are essentially gamers-at-heart (I don't care how many years under their belt) who produce cluster-fucking messes of exposition on what the game "can" or "might" or "could" be, full of useless info like how many stun bullets are in the main character's sidekick's familiar's ankle-holster pistol (which is an owl by the way, the familiar that is), interspersed with masses of inconsistent numbers and acronyms that are so confusing the programmers just send the poor bastards out for Starbacks and then sort it out on their own time... Ah, we know you'll say yes to this question anyway, so just say yes and get it over with. We don't pay much attention to it anyhow...&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;Willing and able to travel internationally at least once per quarter. [&lt;span style="font-style: italic;"&gt;Yep. Of course, we're going to drag your ass across the continent already to take this job, maybe even from another country &lt;/span&gt;&lt;span style="font-style: italic;"&gt;(and that is after a different company dragged your ass to an entirely different continent for a different job)&lt;/span&gt;&lt;span style="font-style: italic;"&gt; - and unbeknownst to you we really expect this job to evaporate after this game is done (in which case you will have to move thousands of miles again), unless somehow it turns into a hit franchise (in which case your ass will be stuck remaking this "vision" over and over and over in umpteen sequels until we've milked it for all it's worth. Bitter irony for a visionary, huh?). Anyway, we heard about this thing called the Internet, that would let you maintain a stable life in one place so you could work remotely and move around as a free agent from project to project and develop your creative breadth, and which, come to think of it, we could use to hire the best designers out there as well... But as I said above, we don't like free agents, and we don't really read any of the design shit you guys write anyway, and we want you to stand over us at the desk and tell us how the game works while we code it (I think they call that Xtreme Programming or something); or at least how &lt;span style="font-weight: bold;"&gt;you&lt;/span&gt; say it works [we'll have a say about that - vision or no]. So I hope you're ready to rack up some air miles, buddy...&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;College degree or equivalent game industry experience. [&lt;span style="font-style: italic;"&gt;Again, you could be some weirdo off the street for all we know. (Of course, I won't bother to mention the supreme irony that our "creative" director has a software engineering degree. The guy you're replacing made the mistake of trying explain to him what compositional aesthetics were, or some damn like that.) Anyway, we heard that in other creative professions - like writers, musicians, web designers and whatnot - they make decisions based exclusively on portfolios and stuff, but in game design we know your work on your last project is so totally enmeshed with the work of everyone else on your team - and again, the design or "vision" you had that last one is so totally different from the actual piece of software they churned out - that we need to make all these little bullshit hoops for you to jump through to figure we are doing our job in really screening you.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Because to tell the truth, I have been so indoctrinated in making software code that I have forgotten any really deep understanding of people I might have picked up from English classes way back in high school...&lt;/span&gt;]&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;"&gt;Desirables:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Developed and shipped multiple titles as a Lead Designer or other lead role. [&lt;span style="font-style: italic;"&gt;Again... you ain't some weirdo, are you? We need proof, right. Hoops, baby&lt;/span&gt;...]&lt;/li&gt;&lt;li&gt;Proven track record with AAA console products and/or online game development. [A&lt;span style="font-style: italic;"&gt;gain... vision or no... we want proof. Not that it really means anything, or really does prove that this new game you or anyone else will be worth a damn, but it's comforting to us&lt;/span&gt;...&lt;span style="font-style: italic;"&gt; Think of all those shitty games out there made by people with "proven track records"...&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;Significant experience in another game development role; preferably art or engineering. [&lt;span style="font-style: italic;"&gt;Okay, this is helpful. Helps if you know what the other guys go through. Frank, you were smart on this one. Gotta recommend you for a raise.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;What's that Frank? You say that for a game designer maybe it would help if he had work experience in a field outside game development? To try to break out of the self-insulated, derivative nature of game development? Jeezus Frank! Stop making this harder than it already is, all right!...&lt;/span&gt;]&lt;/li&gt;&lt;li&gt;Demonstrated ability to work under tight schedules and reliably hit milestones. [&lt;span style="font-style: italic;"&gt;Okay, yah yah. &lt;span style="font-weight: bold;"&gt;You got us!&lt;/span&gt; All this vision stuff... Yah, okay, we admit it. It's all just bullshit. What we really want is for you to crank something out as fast as possible so we can hit the milestone deadlines. Yah, I heard that visionaries might take years, sometimes go over budget or over schedule. I also heard some visionaries weren't so self-indulgent, but that with a little support - a little actual belief in what they were doing - they could crank out some good stuff in a damn short time. But damnit! &lt;span style="font-weight: bold;"&gt;We don't move at the pace of the creators here!&lt;/span&gt; I don't care how many countless successful films, pieces of software, &lt;/span&gt;&lt;span style="font-style: italic;"&gt;music albums, books, volumes of scientific work or what have you that&lt;/span&gt;&lt;span style="font-style: italic;"&gt; took so long to make yet weren't released until they were ready. See, that stuff was for real. For real, man. This is just game development! I mean, look at me. Look at me! We both know this ain't really significant shit, right? It's just, you know... games man! Nothing major. Just some poor dope wasting his life away in his basement. Right? You do agree, right? Right? Might as well take some of his minimum-wage burger-job money while we can, right?&lt;/span&gt;&lt;span style="font-style: italic;"&gt; Well, maybe we could create something of value for him and the rest of the human race, but I don't think we should look into that. Much better to just churn out entertaining garbage that doesn't challenge or demand much. I mean don't you agree? That we feed him white bread? That we don't really take this stuff seriously?... Don't you agree?... Don't you?...&lt;/span&gt;]&lt;/li&gt;&lt;/ul&gt;[&lt;span style="font-style: italic;"&gt;Whoah! Got carried away there. Tryin' to prove somethin' to myself. Tryin' to avoid somethin', maybe. All this talk about visions... Anyway...&lt;/span&gt;] Please submit your resume (in MS Word format) with cover letter with “Lead Game Designer” in the subject line.&lt;br /&gt;&lt;br /&gt;Please note that only qualified applicants will be contacted.&lt;span style=";font-family:Arial;font-size:10;"  &gt;&lt;p class="MsoNormal" style="margin: 0in 0in 0pt;"&gt;&lt;span style=";font-family:Verdana;font-size:10;"  &gt;&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);font-family:Verdana;font-size:78%;"  &gt; &lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="margin: 0in 0in 0pt;"&gt;&lt;span style=";font-family:Verdana;font-size:10;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="margin: 0in 0in 0pt;"&gt;&lt;span style=";font-family:Verdana;font-size:10;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="margin: 0in 0in 0pt;"&gt;&lt;span style=";font-family:Verdana;font-size:10;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="margin: 0in 0in 0pt;"&gt;&lt;span style=";font-family:Verdana;font-size:10;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-5714912571518597468?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/5714912571518597468/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=5714912571518597468' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/5714912571518597468'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/5714912571518597468'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/03/what-they-dont-tell-you-on-game-design.html' title='What They Don&apos;t Tell You On The Game Design Job Description...'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-1267692146714271394</id><published>2007-02-20T22:02:00.000-06:00</published><updated>2007-02-20T23:21:32.246-06:00</updated><title type='text'>Gamecock and Other Schemes</title><content type='html'>Maybe you've heard about &lt;a href="http://www.gamecockmedia.com/"&gt;Gamecock&lt;/a&gt; - the new publisher that is going to focus on an unmet need - getting indie games out there. Their entry into the world of game publishing is sorely needed. Well...&lt;br /&gt;&lt;br /&gt;I appreciate Gamecock's entry into this business but, you know what, in a way they are still playing yesterday's game. They say we all need to lighten up. I say we need to grow up. I laud their courage to jump into the fray, but I don't need to be talked to like a teenage kid who needs sugar pops to convince him to eat his vegetables. I am a game designer who just wants a square deal. Talk to me straight. All this jumping around says to me you aren't entirely convinced of what you're doing. If you're self-confident you don't need a chicken suit.&lt;br /&gt;&lt;br /&gt;The main question I want to ask is this: How is this Gamecock business model coming to terms with the reality of outsourcing and the complexity of game development and production today? You honestly think an indie game developer can do all and be all like it could in the 8-bit days? You need to come to terms with the reality on the ground now; and that is outsourcing.&lt;br /&gt;&lt;br /&gt;People don't understand outsourcing. They think it's primarily about sending work to China to get it done cheaper. Wrong! It's about growing up. It's about being professional. It's about deepening your view of design, and that means going off and pursuing a thing to its farthest ends, even if that means we must leave others behind. When we were kids we built tree forts and played the Three Musketeers and swore we would never leave each other and that we would live in the same neighbourhood and go to the same school forever. And we made games like that - as if we were really playing in a playground. (That's understandable. They're games after all...)&lt;br /&gt;&lt;br /&gt;Well, reality check. Games are too complex now, the game audience too sophisticated, the possibilities of the medium fracturing into too many complex offshoots. Design needs to follow suit. (Why do you think they complain about how dreary games have become?) People who make games need to specialize because the challenge of making the individual parts simply requires too much expertise. And the challenge of doing something new needs the fire, dedication and evangelizing that only individuals can bring. That's what outsourcing is about. I mean do you honestly think you can support both game developer stability and innovation. Come on? Innovation has always been financially risky. If you want to be part of a company that is stable and lives forever make a service company and hire yourself out to others. If you want to design innovative new games, design them - but don't expect a smooth ride of it. Any team will always want stability. If you want to explore, you have to strike out for the wilderness - in very small, agile groups, or even on your own. That is what the next generation of designers must be prepared to do.&lt;br /&gt;&lt;br /&gt;Maybe you watched the TV show "America's Got Talent". If so you would remember a telling moment when one of the judges told one musician that he was brilliant, but his musical partner (who was his brother) was medium-good at best and if he wanted to be serious about his career he needed to strike out on his own. Naturally, the musician didn't want to hear that - he loved his brother. But do you understand the need to sacrifice? This is what people need to do if they want to bring something to its fullest, strongest potential. They need to sacrifice, including the collective mentality. Frank Capra said he knew of no great work of art created by committee. Michael Caine expressed the idea that the more decision-makers there are on a team, the higher the chance of something getting messed up. Any coder or engineer can tell you - the more working parts that need to interact, the higher the chance the design will be flawed. It's the same thing with game design. If a talented designer drafts a breathtakingly original design, the more people he has to sell (including teammembers in today's finance-prototyping-out-of-your-own-pocket indie dev model), the more likely it will go wrong, or not get off the ground to begin with.&lt;br /&gt;&lt;br /&gt;I specialized. I am a game designer now. That's all I do. I write design docs and I work on improving design for other companies. I contribute to games what they need. I see that the teams I often work with are all very insular, very "group-think" and collectivist - but I am not constrained to this. This means when everyone in the team says "yes yes yes" to a stupid idea just to follow suit - just to not get in the bad books of the others - I will be the lone guy who says "no, this sucks". Because I can be the bad guy. But that's okay. I'm not paid to be liked, I'm paid to do quality work. I specialize in certain types of games. I work for different companies. I move from game to game. Because I am professional. I follow the games, not the companies. Some companies do different kinds of games with the same team. I do different companies and teams but focussing on certain types of games. People talk about hiring me and the first thing I ask is "what is the game we are talking about". They find it an alien question, but to me it's the 600-pound gorilla in the room they never manage to talk about. When you want to hire designers, that should be the first thing to ask: Does this game fit this designer? People talk about design as if it is a factory position; as if it's one-size-fits-all. It has become that way in the big studios. And you wonder why so much dreck is produced. When I talk to recruiting game companies today they say they want to hire you to work for a company permanently. I reply that if anyone claims they are a really good game designer, why would they sign up to work for one company permanently? Such a designer will not cares what game title comes down the pipe, they will always see it as churning out pulp by formula.&lt;br /&gt;&lt;br /&gt;I say if you are looking for a hot game designer why do you think this person would tolerate sitting still and sacrificing their vision to stay as part of a team? Static with whatever the team could consensually agree on. I means its nice to have friends but why wouldn't that person follow their vision wherever it took them?&lt;br /&gt;&lt;br /&gt;I say that you have two issues here: production company quality and game design quality. A good production company IS a team. But a good designer is fundamentally an individual voice. Has to be. The two are mutually exclusive. The needs of the production company versus the needs of the design. Why? Because its plain conflict of interest. Because there will be a moment of disagreement between these elements, as there is between the needs of a building's architect and the needs of the construction company. At that moment, the team player will sacrifice their vision (which means it never was a vision in the true sense of the word) to go with the flow; the dedicated professional will uphold the fidelity of their vision (this also includes facing financiers who are rigidly married to deadlines, even at the expense of good work and burning out the production team). Mature professionals understand this, and can work around it. They negotiate. Immature people act like high school students and gossip destructively when someone isolates themselves.&lt;br /&gt;&lt;br /&gt;To be honest, I don't give a good gawdamn about making a game company with a static roster of members and a static roster of games in the pipeline (say, 10 titles, all basically the same...). On the other hand, I care totally about making good games. A good game can live forever. Game companies, on the other hand, come and go. Again: growing up and facing the coffee. You either focus on making games or a game company. Today, if you want to be in a solid stable company, make one that provides services. Or become a marketing hub for various games external to you (which is what a publisher is; and, hate it as you may, they are a lot more stable than the developers). If you want to make games, though, welcome to the frontlines. Here's a helmet, keep your head down. There's no stability in it. At the indie level each game is effectively its own company. That's the reality. Even if the team bullheadedly says, "No. *This time* we'll make the awesome new game AND achieve financial stability." I don't think so. You're in a dream world.&lt;br /&gt;&lt;br /&gt;Here's another idol to slay. Don't tell me that your game development company is full of people who have good ideas for games. So what? You can walk onto any film set, walk up to the microphone operator or the lighting person and ask them if they have a good idea for a movie. Odds are they'll say yes. So what are you doing being a factory worker? Why are you working on other people's product if you have such a shit hot idea? They'll say to pay the bills, but if you push them I sure you'll agree that hot idea has languished on their hard drive for years, collecting cobwebs. I could ask this of anybody in a game development company with a proverbial "great idea for a game". Why aren't you pursuing your great game idea? Either you really, deep deep deep down, don't believe in your idea, or you're just in it for the money and the steady gig. Or both. There's nothing wrong with wanting a steady gig, but realize that's what you want. If you have vision and passion, you will do what passionate visionaries do: lay it on the line. Risk failure. As GK Chesterton said, if you don't want to risk failure - if you absolutely have to succeed - you have to come late for the battle, once its half over, so you can be on the winning side. If you want to be a visionary, you have to be prepared to fight for seemingly unwinnable causes. Such as that new design everyone says won't work.&lt;br /&gt;&lt;br /&gt;Gamecock this is what I think you should do. Package game projects. Focus on incubating game designs, not fledgling game companies. Take in the individual designs at the early level with the fewest number of people attached to them. The fewer the better. Stripped down small teams, like special forces units advancing far into hostile and dangerous territory. Let someone or a few people come to you with a design. Like they say in the film biz, focus on the script first. You can make a bad film from a good script, but you can't make a good film from a bad script. Same with design. Then develop the design with that tiny two or three person team, until it works. Let him/her/them make a tiny little prototype for you - even if its just a small flash game, or a pen-and-paper/board game you can play out on a table in your boardroom; just to test out core ideas - and work on the design design design! You'd be surprised at how much design bang you can get out of this, for absolutely miniscule buck. And if you get a design you like, but can't produce it now, nothing is lost. Put it into storage. Patience, young Jedi.&lt;br /&gt;&lt;br /&gt;But if the design flies, package it! Attach a good technology solution: a programming company and a good engine license. Attach a good art production company; and a good QA company. These external players will all contribute to the design of course (in fact, they now hold significant creative power in their decision to endorse or not endorse a given project); but they will also have the stability that comes from being external and focussed on the work they do best, and on their own prosperity (their survival not tied to any particular game concept that may or may not fly). And on the other side, now the design is not constrained to an internal one-size-fits-all technology or art solution the way it must when you are game-company- rather than game-design-focussed. Alfred Hitchcock knew that 75% of his work as a director wasn't in the work he did on the set: it was in casting. Same here. It amazes me that game companies actually think that the art director who worked out so well on their horror game will have the same feel for their upcoming military game. Hey! Pay attention to casting! A technology or art person or solution that was good for a horror shooter is not necessarily good for a military RTS or what have you. It might be a tiny little difference, but professionals focus on tiny little differences (as they all add up). Let the designer focus on what they are good at: developing an original game concept, writing it up as a design document, and then working with the team for the duration of the game as an individual, professional voice.&lt;br /&gt;&lt;br /&gt;When production is over, let everyone exit, but in a way that they gain from the benefits of the IP that is created. This means, as before, let the game be its own company. You can negotiate residuals, license fees and so forth from there. But don't tie me to this team or this company. Again, I am design-focussed, not game-company focussed. I have 5 or 10 other game designs I am working on, and though, yes I like the guys in this team, I'm sorry but I also need to advance my designs, and these guys might not be right for this other design ("not right" is NOT to say that they aren't good; it's just that this other design might require a different feel or approach). That's the real nature of creative vision. It can't be - or shouldn't be - caged. Come to terms with that. The revolutionary things in life always broke the mould.&lt;br /&gt;&lt;br /&gt;The focus of true game design is not fitting into a genre. That is formula design. Rather it is in creating new genres. That is a mysterious and risky thing. You claim to want to make these original games. Well, let's make them then.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-1267692146714271394?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/1267692146714271394/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=1267692146714271394' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/1267692146714271394'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/1267692146714271394'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/02/gamecock-and-other-fads.html' title='Gamecock and Other Schemes'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-9185264187636071069.post-8178319705682941455</id><published>2007-02-20T21:59:00.000-06:00</published><updated>2007-02-20T23:38:08.353-06:00</updated><title type='text'>Time To Roll Initiative...</title><content type='html'>&lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;My name is Grassroots Gamemaster. I work as a professional game designer. I have worked as a lone freelancer, with small teams I put together and managed, and on the staff of larger developers.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;&lt;span style=""&gt;&lt;/span&gt;I call myself Grassroots Gamemaster for three reasons. &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;&lt;span style=""&gt;&lt;/span&gt;First, I need anonymity. I am here to speak candidly about this field, game development, and so need to protect myself. I am here to write honestly. I won’t speak in a diatribe tone, but I also wish to say that what follows won’t exactly be a rant. To call it a rant would be kind. I am here to eviscerate the mutant thing that has become game design. If a rant is a hand grenade then I am here to deliver a fucking thermonuclear explosion.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;&lt;span style=""&gt;&lt;/span&gt;Yet no one shatters the foundations of anything in written form by screaming at the reader. The power to smash it to its very core, to drag the abomination kicking and screaming into the light of day, where it can whither and die – and also then let us heal from its harms – is something I intend to earn through good writing and a reasoned, passionate tone.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;&lt;span style=""&gt;&lt;/span&gt;Next, the name elicits my roots – the heart I followed that brought me into game design. It invokes a spirit of gaming that I find sadly gone today. In my own life, yes, but also I think in our industry.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;&lt;span style=""&gt;&lt;/span&gt;But before I get into those reasons, the remaining one is literal: I was a gamemaster in a small town. I was a grassroots gamemaster.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;Think back to the 1980s (if you can). It is a day when gaming was rich and alive; on the fringes. I would dream up, write down and moderate – i.e. gamemaster – gaming adventures for all my friends. Our board games, wargames and roleplaying games were a springboard to tinkering and modding in all sorts of ways that let us follow our imaginations and dreams. I would devise homebrew rules and game systems and scenarios. We also had a lot of crazy adventures outdoors as well – insane live-action escapades that, today, would go by the tepidly dry, but comfortable and pigeon-holeable term “alternate reality” games. (I never tried our escapades in the city – when I moved there – because I was afraid of getting a SWAT team called after me.) Hey, it was a small town out in the wilderness.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;&lt;span style=""&gt;&lt;/span&gt;There’s a difference between being a gamemaster in a small town and a city. I’ve done both. In my small town when I was young, before the Internet, there are so few hardcore gamers that you were forced to get along with those you could find. You were all each other had. In a big city, there are so many people with similar interests – no matter how obscure – you can afford to excise others out of your life and just focus on those few with the same narrow views as yours. It has the effect of reinforcing the eclectic – sometimes to the point of weirdness. There’s a monoculture to it – a retreat into self-insulating cliques, where gaming culture is not only creative but also a reinforcement of your fears and prejudices. It becomes sad, and is probably why many who were not gamers then looked down on these isolated souls with distaste.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;&lt;span style=""&gt;&lt;/span&gt;But in my small town, my friends came from all walks of life. Their parents were professionals, moved here from all over – teachers, managers, engineers, et cetera. There was government, tourism and natural resources to manage, and so on. Their children, my friends and I, were the only ones into this new thing called gaming. Fantasy, sci-fi, military and spy roleplaying games like &lt;i&gt;Dungeons &amp; Dragons&lt;/i&gt;, &lt;i&gt;Traveller&lt;/i&gt;, &lt;i&gt;Recon&lt;/i&gt;, &lt;i&gt;Twilight 2000&lt;/i&gt; and &lt;i&gt;Top Secret&lt;/i&gt;. Wargames like &lt;i&gt;Squad Leader&lt;/i&gt;, from Avalon Hill and SPI. Tabletop miniatures like &lt;i&gt;Striker&lt;/i&gt; and &lt;i&gt;Warhammer&lt;/i&gt;. And, yes, Commodore 64 and video arcade games. We were the only ones who played, so we took pains to seek each other out; and then we had to get along, despite our differences, so we could game. We were different. Different backgrounds, different views. One of our gamers was the captain of the high school basketball team, popular right in the school mainstream (my sister would go ga-ga when he came over for a game session). Another, a joker. A few of us teachers’ sons. We came from all walks. Yes, we were nerdish, but not overly. I recall us being more “normal” than the stereotypical nerds of popular culture. What held us together was the glue of gaming – the love of the magic of it. And the one who took up the torch to make the adventures, to spin the worlds and devise the structures that made those worlds run, more often than not was me.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;But now I find I have come to a place in my life where I ask hard questions about games and game design. I don’t like the answers that come back. I wonder where games fit into the larger human story. I look at the tremendous fun and adventure of those days way back when (which, really, I continued right on up through the 1990s), and they seem long gone. My gaming heart taken with them. What’s left? Gaming as an industry. As a way to make money. But dead. Dead inside.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;I’m not the only one who feels this way. A friend of mine, a veteran designer working with a large company, reflected with me on games. What they have become. “Junk food for the mind” is how he so aptly put it. How did I arrive here? How did we arrive here? &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;I call myself Grassroots Gamemaster because that is the part of me that holds game design as a vocation. Today, in the outer worldgame design is treated exclusively as a profession. That is partly why it is so empty and hollow.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;When I play a game – yes, a major first person shooter, for instance – there are vast questions that I find myself wanting to ask about the design and designers. Who are these people? Why did they design this? What does it mean? What is the thinking behind this design? What was there reasoning? Who wrote this? What is the feeling behind it? The industry looks back at me with a mute opacity. Something caused by that view that design is a profession not a vocation. That games are chiefly of a feat of technology and not of human imagination.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;You know the difference between a vocation and a profession? One is done for the love of it; the other for money. That made by the other may be damn good, but no matter how good it looks, no matter how expertly executed, no matter how many external criteria are met, to the person with a beating heart and insight there is something dull, something dead in it. The former may have pennies (if that) for a budget, may result in 8-bit pixels or pencil sketches instead of elaborate 3D graphics, but there is something far more alive in it than everything a multi-million dollar mediocrity could ever hope to deliver.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"&gt;&lt;span style="" lang="EN-US"&gt;A grassroots gamemaster designs games because he loves them. He doesn’t need the fancy technology because the reward comes from the look in the eyes of the players; the excitement in their voices. (If he can use his talent and experience to make good electronic games, so much the better – but that is not a primary motivator.) He plays them with his friends – in the same place, the same room – as a way to spin an adventure in the here and now; a spontaneous unplanned adventure that emerges out of the dialogue, the relationship, of the creator to the players. The game, indeed, serves as a catalyst to foster a larger relationship – one that goes beyond the mere confine of games. His passion for what he does is infectious. He just needs some room and a little time to weave this magic, and his friends are sure to join. He is a poet. He hasn’t forgotten what makes the best things tick.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/9185264187636071069-8178319705682941455?l=grassrootsgamemaster.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://grassrootsgamemaster.blogspot.com/feeds/8178319705682941455/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=9185264187636071069&amp;postID=8178319705682941455' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/8178319705682941455'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/9185264187636071069/posts/default/8178319705682941455'/><link rel='alternate' type='text/html' href='http://grassrootsgamemaster.blogspot.com/2007/02/hi-there.html' title='Time To Roll Initiative...'/><author><name>Grassroots Gamemaster,</name><uri>http://www.blogger.com/profile/06222812421052643632</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry></feed>
