The design and business of gaming from the perspective of an experienced developer

Category: Behind the Scenes (Page 2 of 3)

Reclaiming ‘Gamer’ and Defending Our Tribe

In the movie Office Space (a film that should be required viewing for anyone who work in games), the unfortunately-named Michael Bolton is asked why he doesn’t go by ‘Mike’ if he resents sharing the name with the famous grammy-award winning singer. His response was simple and eloquent. “Why should I change? He’s the one who sucks.”

This comes to mind after reading last week’s flood of people attempting to disavow themselves from the ‘gamer’ identity or declare it dead.  Screw that.  Most gamers don’t suck.  Most gamers are pretty awesome.  A tiny handful of gamers suck.  Why should we be the ones who change?

I am a gamer. I am a proud gamer. I have been for years of my life. So much so that I’ve dedicated my life to making games, writing about games, and speaking about making better games. And I love gamers. I love going to SWTOR Cantina events, to Magic Gamedays, to ArmadilloCon, BoardGameGeek.con, to E3, and to PAX, and seeing all sorts of gamers of all shapes, sizes, colors and creeds come together because we love games. And good games are social. So you see people talking, teaching and sharing with each other, because it makes the games better, and it makes the communities that play them better.

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We Now Return To Your Regular Scheduled Random Posting…

As both of you may have noticed, this here blog took a little hiatus.  I assure you that there are two or three very, very good reasons why this blog disappeared for a little while.

  1. I was pushing to release Star Wars: Knights of the Old Republic, and I was finding it increasingly difficult to post stuff that might not be construed as a promise to our ever eager fan-base.  
  2. I was writing a column for Game Developer Magazine, and to be honest was having enough trouble finding content for THEM every other month, without also feeding the beast here.
  3. I am a lazy, lazy man.

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I’m Employed!

Back to the pixel mines I go. Today is my first day as the Lead Combat Designer for Bioware Austin. Having the luxury of time to pick and choose your next gig is always a pleasure, and I’m delighted at being able to snag this opportunity. Now for the frequently asked questions:

What are you working on?
I can’t tell you. But you knew that.

Are you excited?
Hell, yes!

If you really want to know more about what we’re doing, you can read this E3 interview with the BWA head honchos. The key quote for me:

“[There is] nothing like working for a company that’s all about quality,” explained [Gordon] Walton. The biggest thing they could stress was that no matter what, they are well funded, well organized and will be given all the time required to make their game the way they wanted to. BioWare, like Blizzard, does not rush things.

So yeah, I’m excited.

Original comment thread is here.

I’m Unemployed!

So yesterday was my last day at Wolfpack Studios, which is I believe now officially closed down. Yesterday was an odd day, with basically two dozen people sitting around chatting and playing Magic, waiting to be fired. Er, “downsized”. Whatever.

As it stands now, it looks like a new studio will arise phoenix-like from the ashes of Wolfpack. That new studio will initially work on providing contract service and support for other MMO developers, and use the earnings to pitch a next-generation MMO. Some of the contract work is lined up already. As for the original title, it’s far too soon to say what it will be.

As for Shadowbane, I see the rumor mill has already started to spin up, and some sort of announcement should be happening soon, so I’ll leave it at that.

As for me, I’m not joining in on the above adventures. I’m pursuing an altogether different alternative, which will be revealed all in good time.

Original comments thread is here.

An Employment Non-Update

I keep being asked how things are going on the old job hunt. My response has been pretty universally, “Interesting times and all that.”

Yes, I appear to have prospects beyond May. No, nothing’s official yet. No, I’m not talking beyond that.

No, I won’t disparage Ubi. I’m sorry they killed my project, which was a pretty cool idea (hint: it was an MMO but not an RPG). Still overall, they were a good publisher to work for, with a solid plan on how to move forward and compete with the big boys. I wouldn’t mind working for or with Ubi again in the future, if my career arc led in that direction.

Other news: my AGC talk has been submitted. Tentative title: Moving Beyond Men In Tights. Actually sketching out the talk has provided a nice distraction from the resume & recruiter dance that otherwise fills my life.

Last but not least, here’s a creepy but cool video of a two-legged dog.

Not in China… Yet

The China trip got postponed, at pretty much the last possible minute. Which is good – I don’t think I was mentally prepared for what looks like on paper to be 26+ hours in transit. Mental note to myself: find a doctor willing to dispense something that will knock me nearly comatose for the journey. The trip’s going to be in April.

Instead, I spent my Saturday evening dining with some old friends. Then I went to a party to welcome Balseraph back to town (him and I worked at Ninjaneering together) – he’s spent the last few months consulting with Saga of Ryzom. Also in attendance were J and Glyph from Twisted Matrix. You know your friends are geeks when the party has the girls of a local Burlesque group drinking it up, but you spend the night in the back arguing about quest design.

Hello Mudda, Hello Fadda

I drove down to help out a local summer camp for kids called GameCamp on Friday. It was actually my second stint helping the guys out. It was fun. The event was held in San Marcos, 30 minutes south of here, and involved a couple dozen kids who ranged from 13 to 18. Both trips resulted in sightings of a plethora of wonderfully snarkalicious geek-0riented T-shirts. Continue reading

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