Showing posts with label recap. Show all posts
Showing posts with label recap. Show all posts

Monday, May 19, 2014

Recap: Two5six 2014


This past Friday in Brooklyn, New York, Kill Screen hosted its second annual Two5six conference, bringing together minds from the world of video games with outside voices in related fields. The format was similar to last year's event, but in a different location and, unless I missed it, it was not livestreamed. There were talks about sound design, voice acting, and spatial narrative, among others. Kill Screen founder Jamin Warren moderated the entire 8-hour event, and once again showcased his skills as both an interviewer and a facilitator. I always think it's a shame when there's a panel on the stage and each one of them speaks exclusively to the moderator, but this year at Two5six there were more than a few instances of panelists *gasp* talking to one another.


I wouldn't say anything at Two5six 2014 totally bowled me over, but it was a fun, engaging day of on-stage discussions, off-stage chatting, and some pretty delicious doughnuts. I'd like to reiterate my fondness for the speaker pairings both from audience experience and conference design perspectives. In many cases, I was familiar with the "game" people, their games, and what they think about their games, but was almost universally not aware of the speakers they were setup with. This brought new contextual understanding to the games side of things, while also framing games as part of culture with radio, museums, and experimental film. Plus Kill Screen is actually able to leverage some recognizable names as draws to the conference while insuring they aren't just going to be retreading old material. Kill Screen has already begun recapping many of the talks from the conference on their website, so even if you didn't go, there's a chance to see what you missed.


I'm not sure what I really want from conferences anymore except maybe the opportunity to meet people I don't normally talk to, and I was definitely afforded that opportunity at Two5six. On one hand, the speakers almost all stuck around for most of the conference, open to conversation during breaks or for establishing contact at a later date. On the other, I got to hang out with fellow audience members, particularly other freelance writers, in what became an informal sub-convening of our particular niche in the industry. Two5six affords a certain kinship among people who work in and around games, and it's strength is, at least symbolically, forging those connections outside of just interactive software. It might not seem like must-go, must-see kind of conference, but what is? I imagine you'll get different answers depending on what each person was looking to get out of it. From where I'm sitting, Two5six does a pretty bang-up job of doing what it sets out to do.

Wednesday, April 9, 2014

Recap: Jeff Gerstmann at NYU Game Center


Earlier tonight (April 9th) NYU Game Center hosted a conversation with long-time video game critic and Giant Bomb co-founder Jeff Gerstmann. During the talk, Gerstmann discussed a wide range of gaming-related topics, covering his involvement in the critical sphere across past, present, and future. One of the main points of emphasis was Giant Bomb's position as a website that covers video games from a personality-driven angle. Gerstmann and company don't discuss every game on their site, and production of actual reviews has dwindled in favor of video "quick looks" where two editors play through part of a game and provide commentary and impressions through voiceover. The website has a friendly, conversational energy that contrasts with Gerstmann's previous work at Gamespot, which he described as a much more solitary, review-focused routine. As a frequent Giant Bomb visitor, and because of that site's transparent tone, a lot of what Gerstmann had to say sounded pretty familiar to me, but hearing it all at once painted a clear picture of where Gerstmann sees himself in the current industry and where things could be headed.

As engaging as the conversation was, there's not a great through-line to easily sum up what was discussed. One of Gerstmann's strongest qualities is his adaptability. In his career, he was unjustly fired from a job at Gamespot, a job that was, more or less, the entirety of his professional experience up to that point. He was then at a crossroads: either figure out some way to continue getting paid to talk about games or start over from square one on some new path. Ultimately, Gerstmann created Giant Bomb, which served as both a fresh restart, but also a way to remain within a familiar field. Being fired was an opportunity of sorts for Gerstmann to reevaluate how he was covering games. The controversy brought him into the public spotlight in a way that had people interested in hearing his side of the story, but not only that; all of a sudden, people didn't just want to know Gerstmann's opinions on video games, but also his point of view on all manner of subjects in the vicinity of game journalism in general. While personality-based game coverage has certainly gained widespread popularity due to a number of factors, Gerstmann's situation positioned him to move ahead of the curve in a way that probably couldn't have existed without the debacle that preceded it.

It's Gerstmann's adaptability that gives him the confidence that he'll make out alright going forward into an uncertain future. This isn't to say that he's completely got the games thing all figured out, but rather that he's put himself in a position where he can be flexible. This, opposed to older, bigger outlets struggling to keep afloat as traditional revenue streams dry up. An audience member at the talk asked about the significance of Twitch and YouTube personalities, and while Gerstmann acknowledged some of the tremendously exciting things happening in those spaces, he also noted the issues with rights-holders looking for a cut of profits, and how this will likely only get worse. In contrast, Giant Bomb is in a unique position where they can dabble in livestreams, in "let's play"-style videos, in news reporting, criticism, and yes, even game reviews without fully committing the ship to any of them. There's a certain level of celebrity status at work, but without the phony sheen that permeates most public figures who perform in front of a camera for a living. Gerstmann has cultivated a following that's genuinely interested in what he thinks about things, not in an image or fictional persona (or at least as much as that's possible on the Internet).

The Q/A segment of the talk was extensive, and more than anything, showed the fondness and respect that people who follow and care about Gerstmann's work have for him. The room was undoubtedly packed with Giant Bomb fans and followers. When asked how many in attendance subscribed to the site, what felt like an overwhelming majority of hands were raised. What do you think about VR? What do you think about sexism in games? What do you think about people who say Proteus isn't a game? What do you think about academic game design programs? Do you have any plans to get back into music production? Many of these questions are only tangentially related to Gerstmann's "job;" they're questions for a guru. And as a clear sign of his adaptability, Gerstmann was able to address all of them. However, there's a chance this amicability could just be an echo-chamber in action. If everyone knows what everyone likes, within a staff, between artist and audience, between game developers and players, then where's the challenge? I went into the talk with a pretty solid understanding of what Jeff Gerstmann thinks about VR, sexism in games, and Proteus, but I learned just how much effort he spends hunting for those challenges. It keeps him up at night, he says, but it also certainly keeps things interesting.

Friday, September 13, 2013

Recap: Ramiro Corbetta at NYU Poly


Last night at an event presented by Babycastles and NYU Poly's Game Innovation Lab, Hokra creator Ramiro Corbetta gave a talk about his thought process behind the game and his personal balance between designing and programming. This was followed by a conversation between Cobetta and NYU Professor Andy Nealen, and some questions from the audience. I'll embed video footage of the entire event once it's posted online (UPDATE: while not the full talk, NYU Poly Game Lab has produced a short video overview of the event).

The general dialogue focused heavily on how Corbetta delved into coding as a result of his frustration as a designer when he'd hand off projects to programmers and then they wouldn't come back exactly as he'd imagined. He explained this through the analogy of designing a sculpture where someone else actually does the chiseling for you. Corbetta got started with coding simply by picking up a how-to book and reading it cover to cover. After that it was all practice, trial and error, and working out problems with colleagues. If you're like me and don't know the differences between programming languages, some of the more entrenched moments between Nealen and Corbetta didn't make much sense, but the big lesson from the talk was still clear: if you're designing a game with action-based mechanics, you should learn how to code because that's where "gamefeel" is constructed.

Corbetta explained why with a simple multiplayer action game like Hokra, traditional game design scaffolding was only getting him so far. A game about passing and shooting a ball lives or dies by its execution, and that falls on the shoulders of the programmer. Hokra wouldn't get a pass on gameplay because of some new innovative design concept –it's 2-on-2 hockey. So, a lot rides on the coding side of things to make sure the game feels snappy and fun to play. As an example of an issue he had to solve through code, Corbetta spoke of a time when he was playtesting the game with some colleagues who felt that the direction that they were passing the ball in the game was not the direction they intended. Turns out this was an issue of timing and how quickly the human brain relays certain conclusions. The solution was to delay setting a direction for the ball for 3 frames after letting go of the "shoot" button, which makes the entire action feel more natural.

I'm consistently impressed by the diversity of talents that indie game makers must employ to achieve their holistic artistic vision. Its a deindustrializing maneuver that takes the tasks that are typically accomplished by separate teams, and sets that responsibility in the lap of one individual. The labor itself becomes something impressive, which sounds more in line with traditional art practice, but runs counter to the outsourcing production methods of many contemporary artists. In this way, indie game devs are sort of the microbreweries of the art world (they have the beards to prove it). While the quality of the final product remains of the utmost importance, the personality and homespun process behind it matter quite a bit too.

I remain extremely excited about the imminent release of Hokra on PS3 as part of the Sportsfriends package and will be curious to see what Corbetta gets up to once it and everything around their Kickstarter campaign is out the door.

Tuesday, July 9, 2013

Games For Change 2013: Speaking of Fun...


Before we get too far away from this year's Games For Change Festival that took place in New York City a few weeks back, I wanted to write about the two seemingly conflicting threads that I saw running through the keynotes. On one hand was the now-regular manta "make sure your game is fun." This sentiment comes about because most "serious games" are more concerned with delivering accurate information than probiding a fulfilling gameplay experience. On the other hand, there was also a new sentiment this year that declared "your game doesn't necessarily need to be fun." This notion was not born out of a regression from fun, back to sterile infotainment, but rather that fun gameplay might not be the best way to convey every idea a developer may want to express.

There have been an increasing number of game reviews that use the term "fun" in quotes, or describe games, as "not fun in the conventional sense." The first instance of this that I noticed was in reviews and essays about the game Cart Life, a Games For Change favorite and Hall of Fame recipient this year. Cart Life pushes players to empathize with the struggles of the main characters by carrying out tedious chores and making choices between options that have no correct answers. These characters' lives are difficult, grueling, and most definitely not fun. Wouldn't it be a dissonant, if not downright dishonest, experience for those games to be a blast to play?

Journalist and critic Leigh Alexander pushed for increased exposure of games from individuals on the margins, whose voices are rarely heard in popular and even indie game spaces. Many of these "personal games" don't play like the console staples we've grown accustomed to, and instead use accessible creation tools like Twine to expand the concept of what a video game can be. Personal games are acts of expression and palettes for interpretation. The game only needs to be as fun as the underlying concept requires, not as a prerequisite for being labelled a "game."

Prior to Leigh Alexander's presentation, professor Ian Bogost reflected on the nature of "games for change, " and whether those types of games are really the one's having a significant impact on players. He made a push for the creation of "earnest games" instead, games that though-and-through embody the concepts and systems which developers seek to express. These games would express earnestness through what Bogost terms "procedural rhetoric,"the language of games as presented through systems. All too often, games that aspire to social change feel disingenuous, as if the developers are only presenting information in game form so that the commissioning organization can show that they helped produce a game (how progressive!) about subject X. Bogost contended that most "serious games" are not fun because they fail to be fun, not because they never intended to be.

Robin Hunicke managed to both agree wholeheartedly with Bogost's plea for "earnest games" while also espousing the virtues of fun gameplay. While this may seem to put Hunicke in a hypocritical position, her company Funomena is focusing on games that use fun as a central conceit, making them earnestly fun. Hunicke is interested in the kind of fun that comes from play, as in the free-form, childlike play that few video games offer, least they be deemed "not-games" and cast into the abyss. Funomena's goal of creating games that are earnest in their campaign to be fun and socially conscious is ambitious, but their formula, not to mention the involvement of Katamari Damacy designer Keita Takahashi, seems promising.

There still remains a risk in "earnest games," especially those seeking to be "not fun" on purpose, of relying too much on empathy in directly simulated outcomes. Designer and academic Eric Zimmerman spoke of this concept as design literalism. He gave the example of a game that was in development for a school, where ultimately the endgame was that your character stays in school and learns about the virtues of doing so. In other words, it's a game set in a school about staying in school, meant to be played by students in school to detract them from not staying in school. Bored yet? He countered this by listing off games that already carry out the mission of keeping kids in school, though their content has nothing to do with that goal, such as chess club and sports teams. Zimmerman suggests that getting students to form a Starcraft team would be a much better "stay in school" proponent.


Zimmerman's theories about design literalism brought me back to Cart Life, a game where you learn to empathize with individuals, whose stories could easily translate to the struggles of innumerable people in the real world. Cart Life avoids design literalism through the player's embodiment of the struggling protagonist. A literal design choice would have been to see the characters falling on hard times from an outsider perspective and then deciding how to interact with them. For such a game it would be easy to assign the moral of "be nice to others," but it would always come off as the game telling you something instead of letting you figure it out for yourself. Playing Cart Life, you go about the banal day-to-day activities of individuals struggling to keep their head above water, and as someone who's playing the game from a position of privilege, I'm getting a perspective on life that I would not otherwise be exposed (this is the "change" part). Cart Life is a game designed with the utmost earnestness, and it's not "fun" in the traditional sense. It doesn't need to be, and would likely betray its original concept if it was.

You can watch all of the 2013 Games For Change Festival keynotes on the organization's YouTube channel.

Monday, June 10, 2013

Assessment: E3 Day Zero


I'm not in LA for E3 2013, I'm just sitting here on the east coast absorbing all of the press conferences and demos and interviews that so many other talented journalists are out there supplying. That said, E3 Day Zero is the suite of stage shows before the show floor opens, and I don't think I'm missing all that much by simply livestreaming them on my laptop instead of sitting in a crowded auditorium. Both Sony and Microsoft came out swinging, and it made for a very lively day on the Internet. If you missed anything, you can scrub through video of the entire day over on Polygon.

So, what were my takeaways? Well, the day began with a solid block of games from Microsoft, announcing plenty of exclusive games (not just exclusive add-ons and bonuses) for Xbox One. We're getting a new Killer Instinct, which had a live demo featuring some uncomfortable humor, and plenty of franchise updates you'd expect from a new Xbox. The games that got my attention were exlcusives from indie devs Capybara (Below) and Swery65 (D4). Though they were only shown in brief, they had me pining for more details, mainly due to the pedigree behind them. Yet another exclusive was the debut game from ex-Infinity Ward folks, Respawn, called Titanfall, which is a multiplayer shooter that also has mechsuits and some nifty traversal abilities. While a game like Titanfall might not be my go-to thing, it actually looked pretty neat, at least outside of the context of racist and homophobic slurs that will no doubt spew from the game's players once it's in the hands of our lovely populace.

Oh, Microsoft also sneaked out a $500 price point for Xbox One. This is, to put it simply, more money than I'm willing to pay for such a device. Add to that, Microsoft did not further clarify some of their family sharing, and used game resale policies that have been confusing players and journalists alike since they were cryptically rolled out. I closed the Microsoft stream still feeling pretty disenchanted with console gaming. In fact, my first thought was that I hoped the game Below would find its way to PCs eventually so I wouldn't feel like I'd have to spend $500 just to play it.

In anticipation for Sony's conference in the evening, I fully expected the other shoe to drop. I thought Microsoft's new DRM policies would be picked up more-or-less verbatim, and worried that Microsoft throwing money to developers would thin the PS4's launch line-up to something more paltry than it otherwise would be. As for the price, I thought Sony would match that too. I hoped all of these expectations would be wrong, but it didn't seem likely. However, much to my surprise, Sony debunked all of them.

Removing my barrier to interest first by stating upfront that their PS4 used games and always-online policies would remain pretty much unchanged, Sony then followed up with a $400 PS4 price point, an entire $100 lower than Xbox One. To be clear, $400 is still more than I might be willing to pay for a video game console, but at least it's in the range where I'd consider it, given the right circumstances. What I mean by that is, Sony's software line-up needs to offer fresh, interesting types of gameplay, while also presenting technical leaps that justify the need for new hardware. Sony's well-courted array of indie game developers definitely fulfills the former, but The Witness aside, those games could easily run on PS3 or even my moderate-low powered laptop.

What convinced me that PS4 offered something special was, and I can't believe this was the case, Final Fantasy XV. For one, the game was a surprise reveal that got me pumped in a very primal, reactive way. Designer Tetsuya Nomura introduced a new clip for the long delayed Final Fantasy Versus XIII, which looked recognizably like the characters and action-RPG trappings from what had been shown of the game over the years. The footage looked fantastic, and definitely felt like it needed the power of a next-gen console to represent everything it had to offer. The cinematics were over the top, and the gameplay segments seemed like a fresh avenue for a franchise with staunch turn-based roots. Then, at the ending title screen, the words "Versus XIII" exploded and turned into XV; a small gesture that carries a lot of meaning. The whole presentation had an energy and an excitement that harkened back to PS1 and PS2 Final Fantasy announcements, which were all Sony exclusives. The Final Fantasy XV presentation got me excited for the PS4 because it's a game that seems to really justify its need for a new machine and also renews my interest in a franchise that needs a firm kick in the pants, and it looks like XV could do just that.

Unfortunately, I remain skeptical of the commercial viability of either of these consoles in the current economic climate, but if I must upgrade at some point, Sony has presented a philosophy for PS4 that resonates with what I'd hope to see in a new machine whereas Microsoft has come across as tone deaf, at least as far as my interests are concerned. A lot could change between now and November, and anyone declaring a winner of the "console war" is definitely calling the game too early, but hey, I'm super excited to see more footage of all of the games on display over the rest of E3. The fact that there is a bunch to be excited about is very encouraging and I hope all parties involved can keep it up and move the industry in a healthy direction.

Monday, May 13, 2013

Recap: Twofivesix: A Videogame Arts + Culture Conference


Twofivesix, Kill Screen's first ever video game arts and culture conference, took place this past Saturday at the Invisible Dog Art Center in Brooklyn, New York. Unlike the large-scale, multi-day productions of a typical technology-centric conference, Twofivesix was an intimate, focused affair that was able to say its piece over the course of just a single day. Granted, it was a long day, but refreshingly paced with breaks, complimentary refreshments, and friendly chatter. The result was a tight, fun gathering of game thinkers.

A large part of the conference's success can be attributed to its thematic, conversational format. This saw on-stage pairings between Journey executive producer Robin Hunicke and MoMA curator Paola Antonelli under the banner of "Games as Interaction" and Dance Central project director Matt Boch with Oculus Rift creator Palmer Luckey in a session titled "The Controller is Dead." All the while, Kill Screen co-founder Jamin Warren drove conversation forward, interspersing targeted questions with supplemental humor that really helped to keep the presentations agile and charming. In fact, props to Warren for holding the stage down for the better part of 8 hours.


As is usual with presentations of this sort, my biggest takeaways stemmed from the topics that I knew the least about. I was fascinated by Jeff Lin's account of the tribunal system in League of Legends. Lin's team at Riot Games asked their own community for direction on behavioral standards and enacted a transparent disciplinary system designed to help players learn from mistakes. Did you know that the majority of "toxic behavior" in LoL is not from trolls or spammers but from infrequent incidents by a large portion of "normal" players in accumulation? It's true. Riot Games uses this data to skew the behavioral psychology of their gigantic player base. Having Lin on stage with Chris Poole, founder of notorious Internet netherrealm 4chan, was a genius move as well, and made for a great comparison of community management styles.

The vibe of the Invisible Dog Art Center was befitting the carefully curated DIY ambiance of Twofivesix. The venue looked a bit rundown, like the owners claimed squatters rights sometime not that long ago, but the aesthetic was also rustic and nicely complemented by an art exhibition of pencil drawings and miniature dioramas. It all seemed purposeful. The conference took place up on the second floor which was just one big room. The whole scene reminded me of when I saw Gang Gang Dance play in what seemed to be an unfinished loft in Philadelphia in 2005, but with nerds instead of music weirdos (I identify with both by the way).


Key to any enthusiast gathering is a welcoming, conversational atmosphere, which Twofivesix did its best to provide. I chatted it up with journalists, developers, volunteers, presenters, students, and advocates over brisket sandwiches and Vietnamese iced coffee. Because food, drinks, and restrooms were all accessible within the second floor conference area, most attendees stuck around, only sneaking out for smoke breaks. The sporadic downpours also contributed to most people opting to hang inside between talks. Twofivesix's attendance was a little over a couple hundred people, if I had to guess. It was a good number. Seats were relatively full, but not jam-packed. The crowd felt like it was part of a little community, which is not always the case at larger events.

There were no Q/A sections following talks, so it was up to attendees to make the most of those conversational in-between segments. If there was something you wanted to ask a speaker, you had to engage directly as if approaching any other conference-goer. Most presenters actually stuck around for the duration of the conference, which made it a little disappointing for the few who did not. Busy schedules, I understand, but the tone of Twofivesix was such that even the folks on stage didn't come off as hierarchically "above" the masses. For what it's worth, the stage was a relatively low height as well.

I hope Kill Screen puts on another Twofivesix next year. I'd be curious to see what they'd decide to keep or change. I vouch for the return of the beef brisket, oh, and the thematic pairings of speakers from different industries; that too.

:images from Kill Screen:

Wednesday, March 6, 2013

Recap: Chris Melissinos at NYU Game Center


The term "enthusiast" gets thrown around a bit when talking about people who write, discuss, and make videos about video games. Chris Melissinos does not work in the gaming press, but he may be the truest form of video game enthusiast that I've encountered. The man, a guest curator for the Smithsonian Institution's The Art of Video Games exhibition, loves games, and the excitement and optimism he has for the medium is palpable. A couple weeks back, Melissinos gave a lecture at NYU Game Center on the rise of video games as a cultural power and a postmortem on the Smithsonian show. Full video of the talk and Q/A is embedded below.

Chris covered a lot of territory, but one aspect he returned to a few times was games as a part of youth culture. He recounted his own first experiences with games and the magic of programming, even from an early age. He referred to the generation of kids that brought video game consoles into the home environment in the 70s and early 80s as "bit babies." According to Melissinos, bit babes were largely misunderstood by older generations that didn't play video games and were mystified by this emerging medium that had seemingly hypnotized young people. The situation has changed now that bit babies have grown up and many have children of their own. Melissinos admitted he and his family play games almost every day, and is elated to see his kids discover facets of games that resonate strongly with them.

In Melissinos' section about The Art of Video Games, he again touched upon the powerful impression that games leave on youth. He observed the ways that families navigated in the exhibition. Children often lead the way at the beginning, powered by the excitement of seeing games that they recognize and may even own on display in a museum. Remember, these are kids that are more or less growing up without physical arcades to frequent, so having a real space for video games is a kind of novelty in itself. Eventually families would reach the room with the historic timeline of game consoles, and here the parents are reminded of the games they used to play. They point out titles on decades-old systems and explain them to their kids. The parents may not have played Pitfall! or Missile Command in over 20 years, but the photographic recollection of how mechanics work and tales about their social interactions with games often came to the surface.

Many of the video games that I remember from my youth (a child of the NES) may not have been aspiring to be viewed as artworks, they were just fun to play. Melissinos noted that while social betterment and self-reflection are worthwhile pursuits for games, we shouldn't discount those games that simply set out to provide joy for the player. He goes on that when a game is able to make you smile, or pleased with what you have accomplished, that sometimes that's enough. Makes me wonder what I'd think of games like Bubble Bobble or Marble Madness if they debuted in 2013.

Chris Melissinos' The Art of Video Games exhibition is currently on view at Seattle's EMP Museum. To read my thoughts on the show, check out my review from last March.



:top image by Dave Edstrom

Saturday, September 29, 2012

Recap: Bennett Foddy at NYU Game Center

Last night at NYU Game Center, indie developer and ex-Cut Copy bassist Bennett Foddy gave a presentation wherein he detailed several core principles he strives for when creating games.  If somehow you've never played any of Foddy's games, do yourself a favor and head over to his website where you can play them all for free.  Foddy is most known for QWOP, the game where you use four keyboard buttons in rhythm to propel an Oympic runner 100 meters.  Or at least that's the premise.  You'll probably spend most of your time banging the runner's head against the ground trying to take your first step.  The results are quite hilarious as limbs fly all over the place, but there's always a modicum of understanding that you're figuring out how the system works and could maybe, actually get the runner to, well, run.

QWOP has gained a high enough profile to be visible in mainstream pop culture (making a cameo in this year's season premiere of NBC's The Office, for one), but Foddy's other games operate in similar fashion, enlightening players of the physical actions needed to control the characters in the games.  The immediacy of these games, one of the subjects Foddy's lecture focused on, allows for even a simple button press to result in a satisfying in-game consequence.  In CLOP, a QWOP-like game with a unicorn, each of the four control buttons kicks out one of the unicorn's corresponding four legs.  The animation of even one leg kicking out is so unlike anything that a real horse would do that I can't help but crack up at the mere sight of it, not to mention once you really get the beast "going."  I found it interesting that Foddy didn't directly mention humor in his discussion, since I find it to be part of the prominent appeal of his titles.

Foddy's outlook on game design shares much in common with contemporary art practice, conjuring the notion that there is a rich middleground between the two that takes into account player interactivity and artistic practice in corollary measure.  In games, designers have to choose their controller/platform.  In art, artists select their medium, which for the past half century could acceptably be pretty much anything.  Only recently have game designers been fiddling with new ways of using traditional and standardized controllers in new and exciting ways (see Johan Sebastian Joust).  Yet, art has often struggled to stretch out of the austere, institutional art/viewer relationship by limiting patrons to actions like "standing," "looking," and "walking around,"  A game/artwork that bridges the gap between the two would likely also confront these issues from both sides.  Foddy seems to be on this track as he's been hanging out with some of the JS Joust creators, developing some kind of trampoline-powered Move controller game.

The principles Foddy presented weren't without their own self-conflict though, making them more aspirations than hard and fast rules. For example, if a designer is creating a game that asks players to hold DualShock controllers backwards, a prompt to inform them of how this is supposed to work might be needed, but that would sacrifice some degree of immediacy.  A minor criticism of Journey was that an outline of a controller with some arrows is displayed at the beginning of the game to let players know that they can tilt the controller to rotate the camera.  The necessity of these sorts of prompts is debatable; the point being that there is no one correct solution.  However, I think Foddy would argue that it's best to attempt the game that adheres to principles of immediacy and fully-integrated worlds, and only make concessions when there don't seem to be any better options.

Foddy came off as a game designer on the bleeding edge of the medium, in terms of his games as well as his production practice.  He said that he hopes to show the trampoline game at Indiecade, so keep an eye out for that. In the meantime you can always try and get to the top of this wall.  Um, good luck?

Photo by Finn Taylor for Wired

Thursday, September 6, 2012

Recap: Soundplay Game Jam

Last night at the New Museum, Pitchfork and Kill Screen teamed up to offer an evening of free drinks, video games, and music.  The main impetus for the get together was an extension of the Soundplay project that commissions indie game talent to craft interactive experiences based on songs from indie musicians.  Yes, the whole thing was pretty "indie," but that's not a bad thing.  This particular event was structured around a game jam that happened over the two days prior.  Four teams had 48 hours to produce games based off of music from the band Passion Pit's new album Gossamer.  The night of the party was a chance for attendees to play all of the Soundplay titles, including the ones made during the jam, while also taking in a live performance by Chromatics and a DJ set by Oneohtrix Point Never.  Since you're the sort of person who would read a blog entry like this, that billing should all sound pretty great.

Neon sign at the entrance was a nice touch.
 I sat down to play all of the game jam titles, and though all four mostly matched the upbeat, candy-colored vibe of the band, each took markedly different gameplay approaches to the source material.  In the first one I played, you control some Katamari-looking dudes and press the spacebar to juggle approaching objects.  Higher scores are awarded for the more objects you keep off the ground until certain checkpoints in the song.  The next game had a flowery, psychedelic setting with a figure on a tightrope that walks towards you as you toggle the "left" and "right" keys for balance.  If you fall off, the song stops and you must start over.  Beside that game was one that told the story of a sad bunny that you cover with candy to make happy again.  Shelves of sweets are on both sides of the stationary rabbit, and you drag and drop them into place.  The candy blocks have physics programmed into them, so making a perfect stack that doesn't tip over was quite the challenge.  Music played in the background, but at climax points of the song, a quake strikes and probably undoes all your hard work.  Lastly, the fourth game was a forced-scrolling don't-hit-the-walls navigation exercise that seemed like it was supposed to be incorporating video from the computer's webcam in the background, but it wasn't working when I played it.

Attendees getting their hands on the Jam games, plus previous Soundplay entries.
While tonally these games kept in line with the vibe of Passion Pit music, they seemed more inclined to simply take inspiration from the music than to really incorporate it as a part of the mechanics.  The notion of games as promotional material for music in the vein of music videos is a concept in its early stages.  Should these games be "music games" as we understand them?  They could take inspiration from the likes of Guitar Hero and Rock Band and challenge players to replicate the songs they hear.  They could draw from Dance Dance Revolution and Dance Central and co-opt body movements that correspond to beats.  Recently, Soundshapes has further evolved concepts born out of games like Rez where playing a more traditional genre game, such as a platformer or shooter, generates music just by going about as usual.  But we're talking about game jam games here, and design docs that can be written and delivered quickly and completely are paramount.  I did really like it when the music triggered screen-shake in the rabbit game though.

Chromatics performing live
Nothing against the games, but I got the feeling from the crowd that the Chromatics performance was probably the main draw for most.  I can't really ague with that sentiment either since Johnny Jewel et al put on a moody, energetic show.  Readers of this blog can look forward to me gushing about Kill For Love come year-end list time as it's definitely one of the best albums of 2012.  I didn't stay for too much of Oneohtrix Point Never's set up on the gorgeous 7th floor sky view terrace, but stuck around long enough to hear "Ghost City" mixed into some hardcore Goa trance, which was pretty amazing.  The only thing that would have made the event better would have been the New Museum opening access to its Ghosts in the Machine exhibition, which would have been a nice pairing with all the games and electronic music happenings.

I'm told the game jam games will be available to play online hopefully by the end of the month along with a short documentary about their development process.  I'll be writing an in-depth piece on the existing Soundplay games in the near future.

:images 1 & 2 taken by me; Chromatics pic by Eriz Avissar for Pitchfork:

Thursday, July 5, 2012

Recap: Games For Change Festival 2012


The video game industry catches flak from individuals claiming that games are a waste of time, or worse, a detriment to the socio-intellectual functioning of those who play them.  It's assuring to know that there is some semblance of luminaries in the field with researched findings to the contrary.  Many of these people convene annually for the Games For Change Festival, now in it's 9th year.  My attendance at the event (my first time) has come and gone, but what have developers, educators, and gamers taken from the discussions, forums, and demos?  I can only speak for myself, so allow me to recount the conference in daily breakdowns.  I'm not going to cover every single event that took place, and instead focus on the ones that left the greatest impression on me.  The events during the festival-proper on Tuesday and Wednesday were all livestreamed, so you can view archived video of most all of the major presentations given on those days.

Monday
The first day was really more of a "Day 0" since it was billed as a pre-festival summit.  Two groups sponsored simultaneous dockets spanning the entire day, each with specific focuses.  The Federal Games Working Group (FGWG) focused on intersections between the gaming industry and the government.  For what it's worth in the interest of disclosure, I am a member of this group through my Smithsonian affiliation.  However, I spent the majority of the summit day at the AMD Foundation's sessions on teaching game design to youth, which are more immediately relevant to my job as an educator.

The AMD session began with a tepid panel discussion featuring the day's lineup of presenters.  There was too much surface-deep talk about why games are great for education, and how that relates to their specific organization.  It was as if the introduction was the panel, which I understand the purpose of in concept, but it didn't lead anywhere interesting except for a couple decent audience questions that pointed to case study experiences.  Based on the crowd of attendees, I think it was safe to assume that everyone was already on board for using games in education, yet the panel was keen on reiterating this inherent understanding.  Perhaps this was information that one could take back to their traditionally entrenched institutions in hopes of better conveying more progressive stances on games in education.  Perhaps.

Next up was a walkthrough of Gamestar Mechanic, a game design learning tool that removes coding and focuses purely on the design process.  It's meant as a low-barrier introduction to these basics, targeted at the middle-school set.  The audience was prompted to play through a "level" for teachers that acted as a tutorial.  I found the tools pretty impressive in terms of making a side-scrolling or top-down game.  The tools for feedback and iteration were the most impressive aspect.  Classmates can play one another's games and leave comments on notes in-game ala Dark Souls.  When you  switch between play and edit modes on the fly, you can act on feedback notes immediately rather than having to switch to a disconnected editor.

GameSalad tools
The Activate! presentation in the afternoon similarly demoed a game design platform for classroom implementation, but this time it was GameSalad.  This was the presentation I was most excited for during the summits because I'm developing a workshop framework that uses that very program.  I first learned about GameSalad when it was mentioned in coverage of various game jams as a tool that anyone could learn to use.  Objectively speaking, the Activate! presentation may have leaned too heavily on GameSalad how-tos, but from my point of reference, it was exactly the sort of information I was looking for.  GameSalad definitely feels like a step up from Gamestar in terms of complexity, but even though it gets into code writing, you never have to actually "write" code, just use the drag/drop interface to place pre-programmed commands where you want them and adjust sliders accordingly.  Using some ready-made assets, audience members created a functional versions of Breakout in a mere half hour.  GameSalad seems like a powerful and empowering tool for high school students or even adults looking to dip their toes in the game design pool.

I jumped back over to the other summit at this point to catch up with some colleagues and shuttle off to attend a FGWG meet n' greet with some game designers who would be speaking during the festival the following two days.  I was pleased with my summit choices, but couldn't help wondering if I'd have enjoyed some of the FGWG talks more.  I read live tweets as they popped up during concurrent sessions, which seemed intriguing, though I appreciated how grounded and direct the AMD presentations were.  Having attended Digital Media Learning Conference (DML) earlier this year, I grew a little tired of the "big philosophical monologue then narrow case study" dynamic.  I looked back at the end of those days at DML with little to bring home and implement.  After the AMD summit, I definitely had pathways.

Tuesday
As festival Day 1 began, everyone filtered into an auditorium-style theater, tailor-made for presentations instead of the banquet halls and side rooms of the summits.  TED Talk alumnus Jane McGonigal held the opening keynote position and delivered an engaging presentation the covered self-help, design theory, neuroscience, and personal struggle.  The easiest reference for Jane McGonigal's game design work is Halo 2's I Love Bees alternate reality game/marketing campaign, where she was the community lead.  The driving focus of her speech was in alignment with the philosophy behind her latest game: SuperBetter, which supports players as they build real-world resilience.  McGonigal spoke of an incident where she suffered severe head trauma and was faced with a situation that seemed to present her with "no reason to live."  In order to help her get through day-to-day existence, she began to gamify her life.  She would set challenges for herself that would take concentrated effort, but could realistically be achieved, and used this tactic as a significant contribution to her recovery.  McGonigal wants SuperBetter to be a game where players can improve themselves in similar ways, but without having to undergo trauma.  I don't know all of the technical details about how you're supposed to "play" the game, but the design philosophy was touching and impactful, leaving me with a desire to explore SuperBetter further at some point.

Before lunch, Cow Clicker creator Ian Bogost took the stage to discuss games as tools for journalism.  "Newsgames," as he dubbed them, are games that can be played to consume news stories in a different way than other forms of media.  Bogost detailed the history of the relationship between traditional news media and games, and particularly how the downfall of newspapers and emergence of Internet and TV news has squandered the most all intersections of games and news.  Bogost is part of a team creating a newsgame tool called Game-O-Matic that allows users to almost instantly create a game based around a news story.  The instantaneous element is important since game design normally takes the effort of a small team and multiple hours, and news obviously changes much more quickly.  Newsgames need to be more akin to photojournalism in their accessibility and promptness.

The Game-O-Matic presents you with a blank slate where you can make a word-web of nouns and attach them together with verb-laden arrows.  The tool only provides a preset list of verbs, but through a little interpretive reasoning, you should be able to find something that will generate the desired behavior.  Once this is setup, you simply click a big red "create" button and poof, your newsgame has a ruleset and is ready to go.  Sample games were generated using Mayor Michael Bloomberg, soda, and obesity as the elements, to amusing results.  By default the insta-games just use colored dots with text labels, but you can sub in icons as you wish.  Gameplay options appeared simple, consisting of mechanics that have been around  for a long time like "collect all of something," or "exit the screen to the right," but there could be obstacles depending on how complex you make the relationships between objects.  Does this lend Game-O-Matic particularly well to handling dourly serious news content?  Probably not, but it seems adept at just about any subject you can shake an editorial cartoon at.

Sweatshop screenshot
A round of game design case studies was offered in the afternoon, highlighting titles that deliberately seek to be agents of change, each in their own way.  The two that stuck out the most to me were both British in origin: Sweatshop and The EndSweatshop is a tower defense-style game where you have to put together consumer products on an assembly line.  The game gets increasingly complex as different workers specialize in different steps of the process and you must keep them hydrated and productive, taking on the role of floor manager.  The End is a puzzle platformer that borrows symbolism from various religious traditions in an effort to inform the player about these belief systems.  As the name implies, there's a particular focus on the afterlife, and the game has gridded out some historical figures so that depending on how you answer certain questions posed by "boss" characters, you are shown to be leaning closer to, say, Churchill or Einstein.

Having played, but not completed either of these games, I can't say anything with absolute conclusion, but they both do an excellent job of showing effective socially conscious game design, and also bringing to light where these kinds of games can fall short.  Sweatshop is stylish, witty, and quite fun to play, but I could see the name and subject matter putting people off outright.  The End provides an interesting service in its alignment of like-minded historical figures, but I found the platforming gamelplay to be rather rote, even if it did look pretty.  Both games also pop up with blocks of text after completing levels that inform you of certain real-world implications or examples of how the game reflects things outside of itself.  I imagine the vast majority of players just skip these over, seeing as their tone seems to be coming from outside the game, even if they put it in a word bubble of a recognizable character.  I'd be interested to read about the measurable results of these games since they seem both difficult to quantify and boldly ambitious with their goals.

After a day-closing keynote from Nolan Bushnell, everyone sauntered over to a nearby bar for the opening night party featuring free PBRs and a few Kinect games (nothing I hadn't seen before: Dance Central, Sesame Street, and Happy Action Theater).  The casual atmosphere and light socializing was a pleasant cap on a full day of sitting in an auditorium listening to people talk while furiously rapping on my iPad with my fingertips.

Wednesday
ASU professor James Paul Gee kicked off the final festival day with a charge for the development of what he termed "Big 'G' Games."  This charge calls for the creation of games that truly foster learning by both existing as pieces of software, but also connecting players with real-world people and spaces.  Gee claims that to have a good Game, you'll need to provide or facilitate an affinity space (somewhere for people to commune, discuss, problem solve, and innovate) and also follow about 20 or so principles that he went on to detail with the rest of his talk.  One of the big points was to focus on not just cognitive intelligence, but also emotional and social intelligences.  This was a rallying point for Gee against traditional education systems, which he sees as offering excruciatingly narrow pathways for growth, and I believe he'd argue that growth to be unsupportive of all three realms of intelligence.

"Passion" was a topic that recurringly surfaced during Gee's talk as well.  For a game to be a Game, it, like all good art, should inspire passion within those who choose to engage with it.  He cited modding communities as people who've developed passion for a game and seek to change it for the better in some way.  This behavior is not by coincidence, but rather the tools have been laid out by designers for willing individuals to pick them up and use them.  In cases like this, the original designers' influence over the game will at some point become obsolete, and the collective intelligence of players will push the game into new territories.  As designers, the proposition of relinquishing so much control over your creation may be scary, but crafting a Game that encourages this to happen actually presents much bolder and more dynamic learning opportunities for players.

Way screenshot
One of the talks that I was most looking forward to was Chris Bell's, who has gained a great deal attention for his work on Journey, and whose previous game, Way, was nominated for a number of awards at Games For Change this year and ended up taking GOTY honors.  I hadn't seen Bell's GDC speech, which this one supposedly borrowed from quite a bit, so I was going in fresh.  His talk was about friendship, and how games can seek to bring people together as successfully as they can incite competition (I don't think he'd want to imply that the two are opposites though).  Bell recounted a touching story that he claims inspired him not just to create innovative game mechanics, but also think differently about basic communication systems that humans use to interact with one another.  In brief, he found himself very lost in a gigantic fish market in Japan and in need of returning back to his bus in 5 minutes.  He had no map, no phone service, and no conversational command of the Japanese language.  Bell did have a photo of the shrine where the bus was supposed to be and knew how to say "excuse me," but that was it.  An older woman heard him, recognized his look of panic, took his hand and ran with him to the shrine where the bus was, arriving just in time for Bell to board.

Bell spoke of how this incident stuck with him, and the influence of that day in the fish market is explicitly evident in both Way and Journey.  More features doesn't necessarily equal better features.  This isn't an argument about prioritizing resources, though that one could be made, but rather that meta-game and communication mechanics are often taken for granted, as if there's one path that can be taken towards optimal systems.  With this standard in place, it's easy to judge your feature set's range and project resources accordingly, but you'd also be failing to acknowledge all of the options.  Both Journey and Way use what have been deemed "limited" communication systems for player interaction, but Bell argues that this actually provides a more stable groundwork for potential friendships to blossom with strangers than the ways online games primarily use headsets and implement player-to-player dialogue.  I was able to interpret a lot of these intentions on the part of Bell by simply playing the games he's worked on, but it was that story of the older Japanese woman in the fish market that really surprised me and made me hopeful for the future of the medium, hearing that leading game designers are taking inspiration from those kinds of experiences.

Having gone to school for art, I kind of relish opportunities to participate in formal critique sessions.  While I didn't get to go on stage or anything, I did get to witness a Demo Spotlight (not archived) wherein four developers put themselves up on the chopping block in front of an auditorium filled with onlookers, while the likes of Kellee Santiago, Dan White, and the Executive Director of Zynga's philanthropic arm, asked questions, offered advice, and handed out critique.  It seemed kind of scary for some of the developers whose projects were either not that far along or required some convincing to get the panel on board.  One game was Zombie Yoga for Kinect, which just by the title is a "strike 3, you're out" kind of situation for me.  It seemed like the Zombie Yoga team's main goal was to make a game that adds visuals to illustrate what the body/mind is doing with different yoga poses.  I don't know anything about yoga, and I don't want to, but the game showed in a way that made even that baseline concept come off as a target that was not exactly being hit.  I imagine the Demo Spotlight was more helpful for those teams than ones that have their packages nearly together.  An iPad game called Popchilla's World, a digital learning tool for autistic children, seemed like a solid, well-conceived package.  Though, since special needs learning is such a specific realm of education, it seemed difficult for the panel to conjure questions of real critique.  I get a bit of a nostalgic trip out of seeing those kinds of honest discussions happen though, so I was pleasantly surprised by their inclusion in the festival.

By Tuesday evening, I'd seen dozens of lectures, played a handful of unique indie games, and gotten to hang out with some pretty smart people.  I love to hear about how the world of video games is expanding beyond the basic confines of human-computer interfaces, and in particular those efforts that are seeking to improve the world we have.  We know that making successful games is difficult, and that making games that instigate social change is equally, if not more difficult, so imagine how tough it is to make one that does both.  It's a daunting task to consider, but conferences like Games For Change do their part to retain a sense of optimism that such goals are achievable.

Sunday, March 18, 2012

Recap: Gamefest Day 2

Opening this weekend at the Smithsonian American Art Museum (SAAM) is the Art of Video Games exhibition, curated by Chris Melissinos.  I'll be taking a deeper look at the show itself soon, but in the meantime, SAAM has been putting on a series of events they're calling Gamefest that lasts all weekend.  For Saturday this consisted of a couple lectures, live music and games, and a film screening (The King of Kong).  I'll focus on the two auditorium discussions of the day.


A Conversation with Hideo Kojima

I wasn't able to physically attend this talk since tickets were claimed in advance and the line that showed up for standby was pretty huge.  Luckily it's available to view online, which is the version I'll just briefly touch on.

I don't think "conversation" was really the correct term to describe the Kojima event, since it was really just the Japanese developer answering Melissinos' questions through a translator for an hour.  It's difficult to overcome language barriers in these kinds of situations, and as such, it's best to go into a talk like this with metered expectations.   Still, it's cool to see Hideo Kojima in person.  I love his games and his sense of style.

Topics ranged from original inspirations, to qualities of great game designers, to the difference between games and films.  There was nothing super surprising, especially for audience members who've been following Kojima and/or Metal Gear for a long time.  He wouldn't reveal anything about his next projects except to say that he's working on "something," and that the player will be more in control of the narrative pacing in contrast to the Metal Gear Solid series.  

There was no mention of Transfarring.

It’s All in the Design with Robin Hunicke

Indie studio thatgamecompany has been enjoying quite a bit of limelight at the Art of Video Games.  Producer Robin Hunicke is a producer who worked on their latest title, Journey.  Before that she was with EA for Sims 2, My Sims, and Boom Blox.  She spoke about what she sees as the core mechanics of game design, and how those points apply to people lives outside of games.

Hunicke broke her design goals down into 4 categories: Exploration, Expression, Experimentation, and Experience.  She related these to various points in her game development career, making sure to note how not only are these goals for what a game should play like, but also how the development process should operate.  She sees great leadership coming from someone who acts as a "force multiplier."  This would be an individual who knows how to ask the right questions of their team, and trusts them to answer those questions by doing great work.  The leader can't be an overlord.  She recognized Steven Spielberg, the create force behind Boom Blox, as an individual who is a master of this force multiplier technique.

Knowing that her 4 design goals make for a satisfying work environment, it makes sense that creating content that performs extraordinarily in those categories would make for rewarding game experiences.  They aren't just game experiences though, since game experiences are increasingly part of our life experiences.  It makes sense to make the two more successfully intertwine, meaning individuals can aspire to better meet those design goals n both virtual and real-world fronts.

Development on Journey was also discussed in the context of the 4 design goals.  Hunicke explained that the team had at one point built a variety of puzzles that required the two people playing the game to work together; think ladder lowering, dual switch pressing, and the like.  This was found to be incredibly stifling to the openness of the design concept and was ultimately scrapped.  It felt too much like you're completing a test instead of actually playing around in the world.  Those 4 design goals are really 4 different factors of play that, once combined, can make for an immersive experience.

Saturday, March 17, 2012

Recap: Gamefest Day 1

Opening this weekend at the Smithsonian American Art Museum (SAAM) is the Art of Video Games exhibition, curated by Chris Melissinos.  I'll be taking a deeper look at the show itself soon, but in the meantime, SAAM has been putting on a series of events they're calling Gamefest that lasts all weekend.  For Friday this consisted of a couple panel discussions, a lecture, and a film screening (TRON).  I was able to attend all of the talky-talk events.

The Evolution of Video Games: Pioneers
Panelists (left to right): Chris Melissinos, Mike Mika, Keith Robinson, Rand Miller, and Don Daglow

First up to bat was a series of industry vets who weren't above swapping a few war stories, but offer plenty of first-hand knowledge from the dawn of the medium.  Honestly though, the pre-crash era of games is the one I'm least familiar with, so I was happy to hear about the processing power equivalents of walking 13 miles to school in the snow.  I had no idea that games were being programmed prior to the notion of the live monitor interface.  They printed out on paper!  That might have been the most stirring factoid I heard all day.

Much discussion was framed around the forward evolutions in console generations, and how new sets of constraints are introduced in each cycle.  Daglow made the association that when a new piece of hardware was introduced, it was as if someone turned off the lights in your living room, rearranged all the furniture, and left you to feel around for familiar textures.  All of the panelists echoed the notion that design constraints imposed by limited hardware may have presented significant challenges, but ultimately they were a boon to focusing creativity and keeping their minds from running totally wild.

Mika parleyed these sentiments into discussing the challenges of true emulation and homage, specifically citing his work on faux NES title Dark Void Zero.  I couldn't help but think about certain rock bands who only play with vintage gear to achieve specific classic sounds.  Others mentioned how the lack of modern paddle controls makes it very difficult for new players to understand what made a game like Warlords so much fun.

The discussion was moderated by exhibition curator Chris Melissinos who retained a positively giddy tone throughout.  He was eager to share entertaining, personal stories from his own life in between panelist prompts.  The tone of the conversations were mostly feel-good, without the usual disdain for nostalgia that accompanies art criticism.  This wasn't really the venue for that anyway.  The Pioneers group shed light on some intriguing moments in history and successfully drew parallels between the industry issues of 40 years ago and those of today.

The Evolution of Video Games: The Future
Panelists (left to right): Chris Melissinos, Mark DeLoura, Paul Barnett, Ken Levine, and Kellee Santiago

While the Pioneers panel focused on how we got to the present, the Future panel was filled with speculation about where we go next and attempts to define where in fact we currently are.  As a result there was actually some debate among the group.

Discussion sparked when Barnett suggested the idea of individualized "golden ages" for gamers.  The basic idea is that there's a range of years in your life when you are most absorbed in playing games, and most susceptible to that saturation having a significant role in your development as a person.  I don't know if that's true across the board, but definitively within certain genres and franchises.  Is there really a need to play any version of Mario Kart other than the one you originally fell in love with?  Maybe, but I doubt you'll like it as much.  Santiago argued that the increased diversity in the gaming community has led plenty of individuals to discover and understand games in more varied stages of life.

Diversity was actually a point of commonality among the panel; diversity among developer personnel, styles of games, funding models, audiences, and more.  One question from the audience spoke ill of "pretentious indie games" which Santiago later jokingly admitted to producing.  After a string of don't-like-it-don't-play-it responses, Levine smartly piped up and reassured the audience member that developers pull from a wide variety of games and other media for inspiration, and that it's likely that "hardcore game" (my quotation marks, not Levine's) developers will play something like Dear Esther and incorporate and translate some of those ideas into their future titles.  On the subject of borrowing ideas from other people's work, Barnett chimed in with a Monty Python quote for inspiration that went something like "All of my best ideas are bad ideas that someone misheard and made a good idea from."

Likewise with the notions of teamwork, sharing, and open communication being key elements of a successful development studio being touted, only DeLoura sidled with the remark that there's something significant and worthwhile to the singular vision of an artist, seen through from beginning to end.  As an artist, I was personally glad someone on the panel expressed that sentiment.  I'm all for teamwork, but for certain projects there are people who need to control everything in service of a perspective that only they can offer.  DeLoura offered Jonathan Blow's Braid as an example.

I thought we might be treated to more talk about the hot-off-the-presses Journey or the looming Bioshock Infinite, but a lot of the concepts being touched on were more "big picture" items.  This was for the best since it kept the discussions driven in directions that all of the panelists could contribute their expertise to.  I left the panel feeling like I'd actually seen some genuine intellectual discussion happen, which is what I was hoping for.  I've watched video of Levine speaking at GDC about the potential for narrative in games and read Santiago's writing about thatgamecompany's aspirations, so I went in with high hopes, which were mostly fulfilled.

Nolan Bushnell: Video Games in Retrospect

Having never seen Bushnell speak in person before, I only had the title of his lecture to draw from.  Would this be an encyclopedic history lesson?  An intimate trip down memory lane?  Turns out it was a little of both with generous helpings of kookiness and comic relief, and a general sense of wide-eyed amazement at what new generations of game makers are creating based on frameworks he helped invent.

Much like the Pioneers panel, there were some look-how-big-computers-were stuff, but I was most interested in Bushnell the businessman since he came off as particularly shrewd.  He pointed out that his company, Atari, had developed Pong, but that game had been ripped off by so many other companies that the majority of Pong machines weren't actually sold by Atari.  They counteracted this by faking the labels on the boards that they manufactured so that when competitors would look at them for copies, they'd end up putting things in the wrong places, and the boards wouldn't work at all.  They supposedly drove most all of their non-conglomerate copycats out of business with this strategy.

That's the other thing about Bushnell: he likes legendary stories, and he's certainly billed as one.  Are some of these stories myths?  We have to take his word for it I suppose, since at least the results of his endeavors are on record as facts.  I hadn't questioned anything until he mentioned the ET cartridge debacle and rumor of a desert burial repository for the unwanted titles.  I always had fun telling that story to non-gamer friends, but I don't know that I really believed it was anything but a tall tale.  On the other hand, Bushnell freely admits they had to sell Atari-Japan to Namco due to defying numerous rules and regulations out of ignorance of the country's bylaws, so why not just hop on for the ride if he's willing to go that far.

The talk wrapped up with a "ref" from Twin Galaxies and high-score king Billy Mitchell trotting out a giant video game trading card of Bushnell as an honorary award.  There was a chumminess between them and a heartfelt recognition that having an exhibition of video games in a national art museum is a truly significant step for the form.  They seemed to relish it so much that they burned right through Q/A time, which meant it dragged a bit, but in the context of this symbolic achievement, I understand wanting to hold onto that moment as long as possible.