Showing posts with label giant bomb. Show all posts
Showing posts with label giant bomb. Show all posts

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.

Monday, April 7, 2014

Blips: Infinity x Threes!


Source: Meet the Clones
Author: Patrick Klepek
Site: Giant Bomb

The Threes! cloning story has been pretty well documented at this point, but I found Patrick Klepek's report on the issue particularly enlightening. For a quick update on the issue, the super-popular free mobile game 2048 is a clone of another popular mobile game 1024, which itself is a clone of the popular-but-somewhat-less-so mobile game Threes!, which retails for $1.99. All of these games are tile-sliding puzzlers where each tile has a particular number and certain tiles can be combined to create a new tile that is the sum of the two numbers being combined. While some of these games use different number combinations and color pallets from Threes!, the game mechanics are pretty identical, right down to the size of the game board.

What's great about Klepek's piece is how he tracks through the cloning narrative and actually gets the points of view of the accused cloners, where possible. This is an enlightening approach to the subject where it's all to easy to talk about offending parties without them present (note: depending on the issue, sometimes offenders should not be brought to the table, but this is one where there's potential for good to come out of it and minimal chance of increased harm). It's not really a surprise that none of the clone developers see themselves as doing anything wrong as they each have their own explanations for why they made their version of Threes! the way they did, sometimes ignorant that Threes! even exists. Gabriele Cirulli made the web version of 2048 as a copy of 1024, unbeknownst to that games direct lineage to Threes! It's not really a surprise that the creator of the mobile, ad-enabled version of 2048, which is #1 on the App Store declined comment, since his game is the most unabashed clone of the bunch (a carbon copy of Cirulli's take, plus ads), but since Cirulli released 2048 as open source, there's no legal precedent to prevent this from happening.

Hearing these sides of the story serves to inform the public as to how a situation like this could arise in the first place. You can point to the creator of the ad-filled 2048 as the "bad guy" in this situation, but it's a string of events that made his clone possible. The App Store is a place where opportunists can thrive, and in doing so, they'll throw whatever informal inter-developer honor code may exist under the bus to do so. Where "open source" might mean a constructive, creative environment for experimentation for some, it's just free code to others. Whatever ends up happening on the "clone wars" front will be interesting, but I don't expect much in the way of action from Apple or Google. Instead, I think the fallout of this could potentially have a negative effect on open source game development, with studios deciding to be more protective of their source code than before or striving for more complex, less copyable designs. Or at least these were the views expressed by Threes! dev Greg Wolhwend in Klepek's follow-up interview.

Friday, October 11, 2013

Blips: Indulgence


Source: Game of Thrones Characters as Video Game Consoles
Author: Dan Solberg (as Gold_Skulltulla)
Site: Giant Bomb

So, a cool thing happened earlier this week. I posted this comparison of Game of Thrones characters to video game consoles on my Giant Bomb blog, and it proved to be quite popular. It's currently received over 125,000 pageviews and about 150 comments, almost all of which are extremely positive. The ball started rolling slowly when I originally posted the piece at about 4am EST, which meant that the initial batch of viewers were probably European (i.e. some commenters addressed me as "mate"). Eventually the Giant Bomb mods took notice and liked my post enough to promote it in the Community Showcase slot on the front page. If things had stopped there I still would have been quite pleased, but it was only a matter of time until some outside sources started picking up the story.

After some tweets and retweets, Luke Plunkett reposted a couple of my comparisons on Kotaku, along with some nice words of his own. Then things really took off, and my original post was racking up around 1,000 views and hour. Also, since Kotaku has such a wide reach as a publication, reposts of their repost began popping up all over the place too. I even got a shout-out from Bill Corbett who was a writer for MST3K and voiced the robot, Crow, for a couple seasons.

Here's a list of all the citations I've been able to track down so far:

Original Giant Bomb blog, Giant Bomb User Community Showcase, Giant Bomb Community Spotlight, Kotaku, Koatku Australia, Vinny Caravella tweet, Bill Corbett tweet, Snackbar Community tweet, a ton of other tweets, Reddit Gaming, Reddit Wii U, NeoGAF, Groupthink Jezebel, Imgur, TOR, IGN forums, Winter Is Coming, GameFAQs forums, Xerq forums, High Def Digest forums, PakGamers forums, Otaku Helpers forums, Retrovia Ireland forums, Funny Junk, Video Game Lab, Gee Willikers Batman, LOL Shed, Mordicai!, Gags and Fails, Chez Geeks, Cheezburger, Randomization, P1 Luck, Garotas Nerds, and Nerd Approved.

I'd never made a "listicle" before, and genuinely thought it would be fun (it is, or at least this one was). After the initial idea came to me, I looked up whether this had ever been done before, because it seemed sort of obvious. Turns out there was a meme that got passed around before, but it was limited in scope and lacked polish, so I felt like I was in the clear. I've been listening to the Game of Thrones audiobooks after making my way through all 3 seasons of the TV show, so this stuff had saturated my mind at a certain point. I had a tentative list going for about a month or so, and then I just realized that some of the jokes I'd written wouldn't work once the new consoles were released, so I stayed up and put all of the images together, applied the finishing touches, and sent it out the door.

What a relief it was that people actually seemed to like it! I didn't expect the level of positive response that this post got, and ironically, it seemed like a bunch of people went in expecting to hate it. In fact, I think "surprised praise" is the most pervasive sentiment in the comments. Well, that and people wondering where the SNES is (note: as a character, the SNES is boooring). I wish I could have worked in a ton of jokes and Game of Thrones references that were left on the cutting room floor, but I didn't want to force anything; that's why there's no Robb or Catelyn, for one. All in all, even though it's just a list of pop culture comparisons that gives the initial impression of being "click-bait," I'm really proud of it and glad so many people gave it a chance.

Thanks everyone!

Tuesday, October 8, 2013

Blips: No Escape


Source: Horror and the Oculus Rift Are No Joke
Author: Patrick Klepek
Site: Giant Bomb

I'm not really into the swath of Let's Play-ers out there who record themselves playing horror games and freaking out at the jump scares, but I do like Giant Bomb's Patrick Klepek, and find that he tries to put more emphasis on the games he plays, than himself. On a recent Spookin' with Scoops stream, a semi-regular live horror game showcase, Klepek strapped on the Oculus Rift virtual reality headset and played a series of titles formatted for the device. The results were, of course, wonderful to watch, like those flashbulb photos from haunted houses that are taken right when a big jump scare happens, capturing the contorted faces of the recently terrified. On the other hand, the VR nature of the Oculus Rift seemed to amplify what would normally be decent enough scares into truly terrifying scenarios that, according to Klepek, may be too intense for some players.

I'm working on an interactive horror feature for another site right now, and played Amnesia: The Dark Descent to get some perspective. While the game was certainly scary at times, I definitely took comfort in specific coping tactics that would not be so readily available in a VR setting. First, the Oculus screen is right in your face, meaning you can't turn away and even if you close your eyes, the glow of the screen will still resonate. Even worse, with head-tracking, surround sound changes dynamically as you twist and shy away, which makes the game world feel even more like a real, constant place instead of an easily pausable rectangle. Speaking of pausing and keyboard controls in general, you can't see your hands or anything outside of the Oculus headset, meaning you would have to actively take off the contraption to look around you in real life, something typically done to reassure yourself that it's "just a game." Lastly, you also leave yourself very open to being messed with by anyone else around you.

All that said, I really want an Oculus Rift when they hit the market in their final form, and will certainly give games like Dreadhalls a shot. I might just need to lock myself in a secure, isolated room first.

Friday, September 20, 2013

Blips: Papers, Please


Source: Crowdfunding's Secret Enemy Is PayPal
Author: Patrick Klepek
Site: Giant Bomb

In case you hadn't noticed, there's a lot of money being thrown around in crowdfunding campaigns these days. PayPal, the online payment processing company has noticed as well, since they're handling a significant portion of the funds being contributed to these campaigns. More than a handful of times, PayPal has withheld funds and frozen accounts of some high-earning projects as a means of making sure the companies' intentions are legitimate and defending PayPal from getting stuck footing massive chargeback bills. The problem is that these game developers aren't properly informed of this procedure, and have had to resort to public complaints to reverse PayPal's actions. In a new article by Patrick Klepek, he details the frustration that crowdfunded game developers are facing when they're raised a bunch of money, and then aren't given it without having to spend time and energy making a fuss.

From PayPal's side, the desire to protect themselves from the repercussions of scammers and money laundering schemes is legitimate. The problem is how they're going about it. If it was stated up front that there would be a set timetable for the release of funds from PayPal, that would be one thing, but is the instances that Klepek notes in his piece, PayPal typically doesn't make their move until after a campaign has come to a close. Even a word from the crowdfunding platforms would be a helpful forewarning about the series of events to follow. Perhaps PayPal could offer a verification system upfront, the same way they do after the fact for establishing legitimacy, so that these game developers can clear up any confusion before it becomes an issue.

That said, Kickstarter and IndieGoGo are services that allow users to raise money on nothing but promises, and don't necessarily require any prior experience or background in what's being projected (though it certainly helps). Still, it's hard to see these recent kerfuffles as anything but poor communication and customer policy on the part of PayPal, which is already just about the least human, most faceless company I can think of. I'm glad to hear that so many of these cases did see resolution in the end, and hope PayPal has learned their lesson here. If they're not working on changes to keep unnecessary funds withholding regarding crowdfunding campaigns from occurring on a regular basis, then their reputation will see further damage and the doorway for competition will crack open a little further. Ultimately, that might not be such a bad thing either.

Monday, July 8, 2013

RIP Ryan Davis, 1979 - 2013


Today it was announced on Giant Bomb that their Senior Editor, Ryan Davis, 34, passed away this weekend.

I never met Ryan Davis in person, or really spoke with him directly beside a rudimentary private message about merchandise shipping, but because of his significant presence on Giant Bomb (the top link on my sidebar for good reason) over the years, it feels like I've spent hundreds of hours with him. Ryan hosted the weekly Giant Bombcast podcast as well as several of the site's regular and semi-regular livestream programs. He had a great talent for moderating discussions and impeccable comic timing. He knew when to let guests speak and when to move things along. Giant Bomb is founded on its editorial personalities, and the report between Ryan Davis and fellow co-founder Jeff Gerstmann was unmatched in the industry, providing more laugh-til-it-hurts moments than I can count. He knew when a bad joke was the good kind of bad, the kind where you can wring the awkwardness out of the room for comedic effect. Ryan was a genuine entertainer.

Through Ryan Davis' work on Giant Bomb I've become a believer in the dialogue as one of the most interesting, accessible ways of providing coverage, critique, and humor about games. Giant Bomb formats the majority of their content as conversations, be they interviews, panels, or editor-to-editor talks. Ryan was most often at the center of this conversational structure, delegating questions and taking the lead as needed. He had a quick, biting wit that could turn any conversation in a new direction, and usually for the better. Ryan Davis played a significant role in changing how I think about game journalism, and how to be more forward-thinking about where it needs to go. I also know a lot more about bees, hummingbirds, mattresses, and a million other random tangents that would never enter discussion on another video game website without Ryan at the helm.

Ryan Davis' death is a tremendous loss for the industry. My heart goes out to his family and friends.

Friday, May 10, 2013

Blips: A Dwarf Fortress Surprise



Source: The Minds Behind Dwarf Fortress
Author: Patrick Klepek
Site: Giant Bomb

I've only watched videos of ASCII fantasy-sim Dwarf Fortress in action; I've never played it myself. It's one of those games that I greatly admire, and am glad exists, but have very little interest in playing. That said, I was eager to hear what the minds behind the game, Tarn and Zach Adams, had to say about their interminable development process (10+ years and counting) and what it's like to have Dwarf Fortress acquired and on exhibition at the Museum of Modern Art in New York City.

Giant Bomb's Patrick Klepek caught up with the brothers at EVE Fanfest a couple weeks ago in Iceland where they proceeded to shed some light on Dwarf Fortresses dark corners. It's cool to hear opinions on contemporary game design from developers that have been so dedicated to one game for so long.

If you like that video, you'll probably also enjoy some other videos and write-ups on Giant Bomb from this year's EVE Fanfest. I particularly got a kick out of their travelogue video where they document their week in Iceland, highlighting some very unique local cuisine. Iceland wasn't on my must-visit list, but it is now.