Category Archives: Interviews

Big Ups

Happy belated Thanksgiving, Americans. I stayed at my family’s place in Massachusetts for the holiday, and now that I’m back in New York I am fighting to catch up amid the whirlwind of work that December always is. We’ll be continuing with our Metal Gear Solid marathon soon! For the moment, though, just some things to catch you up on!

At Thought Catalog, I wrote about the time I adopted a baby robot dinosaur. During the FFVII Letters that Kirk Hamilton and I wrote at Paste, we talked about the broad sketches digital worlds can draw that let us attach our imaginations to things. That sense of attachment is even stranger and more intense when it comes to things that resemble living creatures. And sad. And primal.
There’s a new augmented reality game for iOS called Dimensions, and it’s very, very neat. It uses the audio in your environment and responds to your movement and activity level to create the sense that you travel among realms of sound. It’s easier to experience than to describe, but in this interview at Gamasutra, the developer talks to me about augmented reality and the nuance of making the world around you, subtly, into a magical experience.
There are social games where you click on farm animals and there are real games where you pull triggers and shoot dudes, right? Not anymore. The lines between these platforms are becoming more elastic, and the multiplatform social space and the core gaming space are beginning to borrow from each other more and more. Chris Archer used to work at Activision, but at his new studio, U4ia, he told me he wants to make “first person social” games that bring together the social and FPS spaces.
Of particular interest, he believes that amid all of our networking activities and social media platforms, it’s actually harder these days to have a meaningful gaming experience with your actual friends than it was in the ol’ LAN party days. What do you think?
I spend a lot of time in the change games space, talking to folks who want to make games that motivate people to support charitable causes or to better understand global issues. One shortfall that’s plagued this promising sector for some time is that they’ve gotten good at raising awareness, but ways to get people to actually do things — give money, spread the word — are still under consideration.
A new game from Sojo Studios called Wetopia has found a really promising way to take all of the sharing and visiting and resource management inherent to Facebook games and use it to support major nonprofits. Ellen DeGeneres said she likes it! Check out my interview (with Sojo Studios’ Lincoln Brown, not with Ellen, sadly).
Finally, I’ve gotten to chat to the studio head of IO Interactive about what’s next for them. They get to work on a new IP and a new Hitman game once they ship Absolution. In my full interview you can read all about it.
By the way, here are my five most favorite albums from 2011, if you are looking for something new to listen to:
1. Widowspeak (s/t)
2. Parallax (Atlas Sound)
3. Staring at the X (Forest Fire)
4. D (White Denim)
5. Helplessness Blues (Fleet Foxes)

Live From Hurricane Irene



Hi everybody — sadly, I’m not at PAX like EVERY SINGLE ONE OF MY GAMING FRIENDS. I’m coming to you live from a “Zone B Hurricane Bunker” at the border of Bushwick, Brooklyn. The picture you see above you depicts the eerie cast the sky here had yesterday evening, before the inclement weather descended.

…Not an actual bunker. I’m just at home at 3:40 AM watching all-night Irene reports with my cats, Zelda and Yorda. I only had enough duct tape for one window, so I’m going to try not to exhaust my flashlight battery by using the light to play with the cats, who seem entirely unconcerned.
Actually, there’s not much to be concerned about just yet; so far there’s just been an intense amount of rain, since the brunt of the hurricane won’t hit for a few more hours yet. I’m pretty safe where I am, but I’m kind of a disaster fetishist — check out my Thought Catalog piece on thoughts about the hurricane.
Since the last time I’ve updated, kind of a lot has happened; I went to MA to visit some video game developers (and my parents!), so here’s interview 1, 2 and 3 from my trip to Irrational. The main reason I went to MA will soon be unveiled!
I’ve done a couple of editorials at Gamasutra, too. I’m ambivalent in the truest sense of the word about the extent to which I’ve been sucked into Facebook games. Initially I meant to do some research for my monthly Edge column — by the way, the current print issue features a piece I wrote on what I perceive to be a disconnect between games critics and the average players, and thanks to those of you who’ve shot some feedback my way on Twitter about that.
But anyway, yeah, I decided to play some Facebook games, and gradually my wall and my notifications list are being overtaken by game spam. It’s driving me crazy, and yet I’m still logging into the stupid things every day. I had thought The Sims Social might be a little different, or a little smarter, but it’s kind of the worst offender yet. You can read my Gamasutra analysis for details.
If you are of an industry mind, I’ve got a couple of things for you: Fellow Gamasutra editor-at-large Chris Morris feels the “revolving door”, in his words, of executives at Atari is concerning, and I spoke to the company’s latest mobile and digital executive hires about their hopes for the future of the venerated brand. Second, what’s former Microsoft Games Studios VP Shane Kim doing these days? You got questions, I got answers!
Some of y’all might be playing Deus Ex: Human Revolution, but of my favorite things I’m doing these days is continuing my letter series with my pal Kirk Hamilton (fairly-newly of Kotaku staff!) about the original Deus Ex. I assume all core PC gamers will have a coronary when I say my persistent impression of it is “eh, it’s not Metal Gear Solid.” But if you pay even a little attention to this blog, you know I’m almost irrationally fangirlish in regards to MGS, so hopefully you can forgive me.
More seriously, I get why everyone loved Deus Ex so much. It’s so, so smart, and I’m having a lot of fun with it. If you aren’t up-ons, please enjoy The Deus Ex letters part one, two and three.
When Kirk and I did The FF7 Letters at Paste, one of the conclusions at which we mutually arrived is that sometimes stylization is more immersive than what’s passing for “realism” these days. Now that it’s au courant to do remakes, HD re-releases and the like of beloved games, I’ve thought about how pushing for lifelike graphics and “realism” can actually make some games ultimately alienating because they don’t age well.
If you happen to be a NYLON Guys subscriber, or to see one on the newsstand, please take a look — I edit the games section, and have kinda quietly been doing so for the better part of 2011. I just finished assembling NYLON Guys’ October/November issue. Uh… did you realize how many major, major games are coming out around then? Here’s a fun game: Count how many of them are third in their series.
I went to Capcom’s Fight Club in New York, where I hung with Hip Hop Gamer and saw ladies dressed as Phoenix and Felicia. Vs. Tekken plays so, so well, for someone like me who’s hardly hardcore about fighters. People take fighting games quite seriously, you realize. There was a line around the block to attend the event; a pair of limo drivers on the next corner asked me what all of those men were waiting for. Because it was in the Chelsea neighborhood, they thought it was a gay lifestyle event and approached me to find out what a woman could possibly be doing there. Wince.
Next week, I’ll be at Call of Duty XP. I’ve never been to such a large-scale event around a single franchise. It should be exciting. Shout out if you’re going too, and say hi if you see me! You know the world of the FPS isn’t my natural habitat, so I’ve no idea what to expect.
You can imagine I’m a little tired. I’m half-hoping the power goes out this weekend so I can tell everybody I owe Monday deadlines to that I simply couldn’t. Maybe I shouldn’t say that in public. Oops.

Finally, thanks to Allan Offal for making an MP3 of DBZ’s Launch saying “WELL HELLO“, as I’d hoped someone would in my last post.

[Today’s Good Song: ‘Marquee Moon,’ Television (my fave storm jam!)]

WELL HELLO!



Had this boyfriend once I lived with who played a concerning number of Dragonball Z video games — you know, the hybrid fighting/RPG ones. I mean, not that I didn’t watch them. Like, a lot, to where whenever I am writing a new blog post, or whenever I’m talking to folks I haven’t seen in a long time, I have this urge to go, ‘WELL HELLO!’ in the voice of Launch.

She was running the shop in one of those games… I think it was Budokai Tenkaichi 3… or maybe it was like, some equipment upgrade station… dang man, I dunno. But when you went in she was all WELL HELLO, and so, yeah. Cred points if any commenters can find a clip of that voice audio for me.
(UPDATE: Here is is! Thank you, OffalAl, for making this for us!)
So. Well, hello — sorry I’ve been MIA from SVGL a little bit, but I’ve taken on some longer-term articles (which, like fruit, will bear slowly, stay tuned!) and had my hands full, and when I’m not doing that, I’ve been traveling. I’m coming to you live from midnight on Cape Cod, where my parents live.
I was raised here in MA, where summer meant Atlantic Ocean, the cold salted stone that borders it, and all of the shellfish that were dashed on its shores. This time of year, I love to visit whenever I’ve got time; this weekend we visited the Edward Gorey House, swam on a private beach in Yarmouth, ate lobster (favorite food, if I had to pick) — working vacation, I suppose.
Personal junk aside, the last time we talked, I had been getting ready to stage the Bad Bitches exhibit’s opening at Babycastles’ Williamsburg locale, and I am happy to report it went lovely. Motherboard covered the proceedings here, and at Kotaku this month, I used my column to address some of the response to the exhibit and, loosely, the reasons I wanted to stage it.
Related to challenging norms, Brandon Sheffield talks to BioWare Montreal’s Manveer Heir (friend of mine; I’m sometimes called “Womanveer”) about diversity in game characters, I talk to Metanet’s brilliant Mare Sheppard about Toronto’s Difference Engine Initiative, and interview Starhawk‘s senior producer at Sony on inclusiveness.
Finally, my bro Kirk Hamilton (who works at Big K now, whoa) writes on the “Mass Effect beauty pageant” that took place to much controversy on Facebook. As a mixed race woman with pretty non-traditional features I can identify with folks who are tired of media ideals that don’t look like them, but how I feel about Blonde FemShep is two things: One, lovely blonde women have probably had enough of being told they can’t possibly be smart or admirable, so piss off; and two, please stop saying “FemShep.” It drives me crazy.
Or, like, I guess, go ahead. I’m pretty not-into Mass Effect, so you guys have fun. I presume most of you guys like Mass Effect for the same reasons I like Twilight: trope-heavy pair bonding in the environment of beloved fantasy cliches where it’s fun to laugh at yourself, or, at the very least, to laugh at yourself while secretly being kind of serious about it. Pair bonding is quintessential. I wrote about it here.
Preceding article has nothing to do with video games, bee-tee-dubs. You know how important I think it is that we enjoy things that have nothing to do with video games. Like music! So if you’re on Spotify, please add this 1990S MUSIC PLAYLIST, entitled “liquid television,” an enormous 11-hour trip back to an era when flannel wasn’t ironic. You’re welcome.
[Today’s Good Song: Broken Water, ‘Peripheral Star‘]

Cole, Spyro And The Jerk Trend


I recently interviewed Insomniac’s Ted Price at Gamasutra, and I also did a profile of him for an upcoming issue of Edge. Next issue? I’m kind of not sure, actually, because when I write for print magazines lead times are long and I have trouble keeping track. I send in my work and some time later you guys tell me on Twitter that you liked my article. What would I do without you?

There were portions of the discussion that I didn’t end up using in either interview; among other things, we talked about Spyro, and I asked him about Activision’s multimedia toy project, Skylanders, that stars a tougher, scalier version of the little dragon that seems more likely to jive with its target audience — today’s tweens, presumably — than the friendly spark-puffing purple guy of yore.
Price, who is one of the more pleasant executives I’ve ever interviewed, told me he likes Activision’s take on Spyro — “Boy, Spyro has changed!” he laughed.
For Insomniac, Spyro was an effort to diversify after Disruptor, the company’s debut game, which had been a first-person shooter capitalizing on the Doom trend. The studio, which has now been around for 17 years, was relatively young at the time, and still defining its flavor, but even with Spyro the team was discovering that it liked unusual weapons, as in all of the dragon’s different breath abilities.
The mascot platformer genre was in its heyday, if you remember. It wasn’t just Sega and Nintendo that chose characters to represent themselves in Sonic and Mario — almost every studio was trying to pin down a cute-but-cool animal buddy that could represent it. It was the 1990s, and it was important to be “radical”, in the 1990s sense of the word, which meant your mascot had to be cute and appealing, but he also had to have “attitude.”
“There was always that tension within the studio, a good tension, about who Spyro should be,” Price told me. “We started out with a Spyro that was kind of cocky and a jerk… we found the fans didn’t necessarily appreciate the cocky nature, and it made him a less endearing character.”
In other words, it was possible to take that “attitude” too far. These days, although Insomniac is still successful with Ratchet games, mascots in general are fewer and further between, and probably for good business reason, as Sega’s numerous off-the-mark attempts to resurrect the Sonic brand have demonstrated.
Recently I have played two video games back to back where the protagonist is a cocky jerk — and they even have the same name, Cole (L.A. Noire and Infamous 2, to be specific). Is “cocky armed jerk” the game industry’s new “mascot character?” I certainly think so. I even find hometown-hero type Nathan Drake to be a little bit of a dick, but I think I might be in a minority here.
But in a sense, I think we’re seeing the same bell curve trend happening with our modern protagonists that touched the mascot action genre in the 1990s. In an effort to answer our cries for something more interesting than the silent space marine, games are giving us all kinds of “tortured, complex” dudes, arrogant bastards who don’t have to be a “good guy” to win. Maybe they’re even setting themselves up to be hoist by their own petards, because those are apparently themes that show games fans how modern and edgy our narratives are.
But Price was correct: After a while in the 1990s, we became turned off not only by the glut of sameness in the mascot genre, but even more by the “attitude” that was supposed to make those animal characters so cool. I think the reason the mascot genre became less relevant wasn’t necessarily because we were oversaturated with the format or because we were tired of that type of game mechanic and level design: I think we stopped liking that type of hero.
When’s the last time you played as someone you found truly endearing? How many more jerks, named Cole or otherwise, do I have to play as this year? Do you guys notice this as well, and are you bothered by it? If so, what do you think historical patterns indicate might be coming next?
In unrelated news, it is Friday, this weekend is Northside Festival and I’m going to see Woods tonight, one of my absolute favorites. This weekend is also exciting because my friends’ band Quiet Loudly are playing with Holy Spirits, whom I also love. Holy Spirits just did a lovely cream-and-gold vinyl split 12″ with Mutual Benefit; you can listen to it on Bandcamp and I highly recommend you do! (Substitute all these links for the usual ‘Today’s Good Song’ and you come out ahead!)
In honor of festival weekend I’ve written The Different Types of Drunk You Can Be at Thought Catalog. I’m a jerk. And now we’re back on topic.

Electric Core

We’ve all still got E3 on the brain, I guess. More things I did there: Hung out with Lisa Foiles, who gave me a pretty hilarious spot on her video toplist of “things you really missed at E3.” Tim Rogers’ Duke Nukem impression is also included. Watch it, it’s funny!

Other things I did: Talked to executives, and a couple of those interviews are go! THQ core games boss Danny Bilson talks to me about defining the core space in a world where everything is going social and online; EA Sports’ Peter Moore also weighs in on the latest trends, telling me there won’t be any offline games in the future, and sharing some thoughts about Wii U.
I’ve also just started playing Infamous 2, which showed up while I was in L.A., and I should have something to say about it soon. You guys like it?

[Today’s Good Song: ‘All of the Lights‘ Mashup (Kanye x Ellie Goulding x Portland Cello Project), The Hood Internet]

Annoying Players On Purpose

It’s the biggest perceived “issue” with what people generally call art games — they’re counter-intuitive or inscrutable, players get frustrated, and then they don’t buy that artist’s line that the emotions they’re feeling are part of the intended experience.

The sensation that a designer has intentionally withheld his or her intention from a player’s reach often makes them feel tricked, excluded and frustrated. I’m the sort of player who likes to analyze what the designer is trying to get me to think and feel — and even I feel annoyed by games that punish me.

As it turns out, the problem with some of those games isn’t that they made me feel bad. It’s that I didn’t understand why they did. I learned this by talking to Douglas Wilson from the Copenhagen Game Collective about the group’s surprisingly fascinating philosophy of “abusive” game design.

The designers in the collective work in the discomfort zone because it’s a way of starting a conversation between the player and the designer. Ultimately, their work seems to see games partially as frameworks for interaction between people, not as the interaction themselves. It’s really thought-provoking: Read the interview!

Out With The Old


Are you tired of it by now, how I have big gaps in blogging and then open my newest post with a statement about how busy I’ve been? Yes? Okay, then I’ll skip that part.

Who’s playing Halo: Reach? I must say, I’ve never been much of a Halo, player, which is to say I dabbled in Halo 2 (by “dabbling” I mean ‘held the controller for approx 5 mins, watched someone else play for approx 15 mins, and wandered off’) and never played the others at all.

But it’s easy to see why, regardless of personal taste, the launch of the title has been a big deal from every angle.

Hello, Halo

There’s the business aspect: Bungie’s last game before it’s officially independent, and the information it can offer about trends in packaged software sales. Those are declining, of course, but a launch of Reach‘s scale promises to offer some answers on whether the core gamer will still show up at retail for the right kind of game.

There’s the scope of the tech and design, too; I’m told they rebuilt the engine from scratch and used a mocap studio because having a lifelike world was so important to the game’s aim. There’s the design angle — how do you iterate on such a huge property and still please your core audience? And then, of course, there are numerous critical angles to explore, as Reach is arguably the most narrative-focused iteration in a franchise that no one would have ever called contemplative or narrative-driven in the past.

For someone like me, there were tons of brand-new angles to consider. So I attended the game’s launch in Times Square and covered it for Gamasutra. I interviewed senior staff from Bungie and also from 343 Industries, Microsoft’s internal division that will take the reins from here on out.

Are you worried about the future of the franchise now that it’s effectively changing hands? Concerned by Microsoft’s suggesting that it could decrease the time between installments and annualize the franchise more? You may or may not have noticed that the talented Chris Morris writes on current events for us at Gamasutra now — he sees cause for concern about Halo‘s future.

Doesn’t Anybody Stay In One Place Anymore?

Change is always hard, though — particularly for gamers. Innovation and evolution seem especially difficult to achieve successfully in this space. If you change what fans are used to, they react poorly. But if you give them more of the same — if, for example, a sequel doesn’t change much over its predecessor — they also react poorly.

This has been hard for game developers to keep pace with as it is, but now we’re in a long console cycle where there’s no new hardware on the horizon whereby tech advancements can refresh a property all by themselves. Notice an increasing number of franchise tangents, reimaginings, reboots under discussion? That’s because it’s so hard to sequelize in the current environment.

I’m impressed with the industry’s approach to combating staleness. Lots of designers have told me later that a long console cycle means that development on the hardware itself — you know, the basics — are pretty well down pat, so they can increasingly focus on refining less tangible elements like story, gameplay, and the interplay between the two.

In order to make things evolve and keep gamers engaged, devs are going to have to try some things they’ve never done before, and while they won’t always hit the mark, ultimately an environment of experimentation and learning is an excellent thing for games. It’s pretty exciting, actually — at this point in a long lifecycle you’d expect us all to be getting a little restless and bored, but the future’s full of possibilities that I, for one, can’t wait to check out.

But again, we’re talking about gamers, here, and many of them freak and pre-judge when they see something different. Easy for me to say — even I had a teeny episode of nerd rage when I saw the trailer for the new Devil May Cry reboot. If my reaction had been any more knee-jerk, my cat would have gone flying across the room.

So I decided to examine the deceptively complex situation in an in-depth analysis at Gamasutra. What a double-edged sword for Ninja Theory, appointed as the new steward of a beloved Japanese franchise. I don’t really envy them at all. I admit, I don’t like it much more than some of you guys do, but let’s be optimistic, because one trailer is not at all enough information on which to create a judgment.

Part of my hesitation comes from the ways I don’t like to see Japanese art and design trends so quickly sloughed away in the eagerness to “globalize.” Certainly, something’s gotta change over there, but I don’t know if the reason Japanese games don’t sell in the West as well as they used to can be fixed by exporting properties to European studios. We’ll see, I suppose.

All Together Now!

All of the major interviews and coverage I’ve done in the past few weeks, in fact, seem to point to the theme I’m discussing here: Innovation, freshness, evolution and change. In case you have missed:

Interview: Atari GO Goes For Online, Social, Mobile Publishing Strategy — The head of Atari’s newest and largest online publishing initiative explains why being a true online publisher is a key survival strategy in the changing climate.

In-Depth: THQ’s Farrell Thinks Outside The Old Hardware Lifecycle — speaking to investors, THQ’s CEO talks about our new climate and where publishers would be served to reallocate their attentions.

Interview: DeLoura On The Rapidly-Evolving Tools Space, New Divergence — longtime tech strategist, most recently of Google (briefly), talks about changes in the development tools space that both respond to and influence changing business models and design paradigms. Similarly, they’re both creating and reacting to a major gap between the AAA and the new mobile/social/indie space.

Interview: IGN Provides Free Office Space To Indies With New ‘Open House’ Program — speaking of indies, IGN has a cool new no-strings-attached program to support and network with indie developers.
D
Interview: Building On BioShock 2 With Minerva’s DenAnd pursuant to what I said on the narrative-building side, our friend Steve Gaynor talks challenges, opportunities and process in creating a compelling tangent to BioShock 2 and the world of Rapture with the new Minerva’s Den DLC.

I Ain’t Done, This Ain’t The Chorus

I have written a satire of the Gizmodo-browsing, startup-starting, latte-drinking social media entrepreneur over at Thought Catalog. It is all intended in good fun, so please read How I Became A Social Media Millionaire In One Week.

Going to GDC Austin? Are you a student, aspiring student or recent grad? If not, does the sound of me standing behind a podium asking questions of teachers who are sitting at a table sound awesome to you? Did you answer ‘yes’ to any of the preceding questions? If so, have I got the panel for you.

My article on first-person shooters is in GamePro’s October issue, which I think might still be on newsstands. I don’t know! I forgot that I even wrote it! I’m sure I’m forgetting some other things here, but hey, this is enough for you guys, right?

So lastly, I want to thank everyone who has checked out Babycastles and made a donation to help their fundraising efforts. Since I pleaded for the support of the SVGL Army, fundraising has really ramped up, and we owe so much of that to you guys, and those of you who passed the word along. Thank you so much for believing in the ideas that are important to me and my friends. I can’t say it enough.

All Work, A Little Play

At Gamasutra we’ve been so busy with coverage of GDC Europe and GamesCom that I’ve hardly had time to eat, let alone blog! But if you’re at all interested in what game designers did in Europe all last week, we’ve got lots of coverage for you, so check out: my interview with Mattias Myllyrinne and Avni Yerli on the Euro scene, plus our Day 1, and Day 2-3 roundups for everything you need.

I’ve been doing a lot of interviews and things myself, lately. I just talked to Crystal Dynamics’ GM Darrell Gallagher about Lara Croft and the Guardian of Light, the new co-op game for downloadable platforms (there’s a full, AI-less single-player mode, too). This game is extremely rad. Studio obviously knows what it’s doing in that space — and that’s not really a facile observation to make in emerging markets, even for a studio with that pedigree. For their first outing of a major IP on downloadable, I think they knocked it out of the park.

Another thing we’ve published lately worth noticing is that a number of the prominent indies whose games you love would like you — well, “us”, really, the critics — to stop weighing a game on how long it is or isn’t, and instead to look at it as a holistic experience. It is understandable that consumers are concerned about “value per dollar”, but why is value being measured in minutes? I’ve gotta say, I’m very much behind their sentiments, so you should read this editorial from Klei’s Jamie Cheng and the numerous essays published simultaneously from other devs linked in the piece.

Terminal Reality seems to have come out of nowhere as a powerhouse on the game engine scene. It’s the Ghostbusters engine, and it’s only been publicly available for licensing since then — but they already have some 25 games in development on the Infernal Engine. VP Joe Kreiner explains to me how they quietly ramped up, and tells me they have a Kinect project in house. I think I have a good idea what it is.

Despite the Madden series being one of my #videogameblindspots, I am weirdly fascinated with the annual development of the product. Maybe this interview I did with the EP will shed some light on how deceptively complex it is.

My goodness, how could I forget — I was here at the New York City event when Irrational showed off the new BioShock game, BioShock Infinite. I heard a lot of “why call it BioShock if there’s no Rapture” muttering from the internet, but hopefully my event coverage and interview with the art director will help answer that question. And maybe it’ll even make you as psyched for the game as I am!

This is just a little bit of what’s been keeping my colleagues and I running lately. With so much work going on, I’ve gotta play a little, right? Oftentimes, a lot of the ways I have fun look a lot like work, but hey.

Here’s an LA Times article I just wrote about Babycastles, the fantastic indie arcade some friends of mine are setting up in the basement of a community space where I love to hang out. It’s so cool seeing an indie game scene here merging with the music scene. I wish you could all check it out for yourselves, but until then, read the piece, willya?

Finally, I am weirding out the lovely literate community at Thought Catalog with a proud chronology of my gaming history; these are some personal memories of every game console I’ve ever owned — part one of four (it’s a long chronology!) Pass it ’round if you are into it. I’m really fond of Thought Catalog and read it for fun, and you should check it out too.

Oh, yeah. And still lots and lots of Persona 3 Portable. In general I think P3 is a much weaker game than P4; halfway through, it tends to take major shortcuts on narrative trajectories that it previously explored in-depth; whereas getting to know your housemates and discovering Fuuka early on were fairly fleshed plotlines, later on it just seems to start throwing party members at you. I loved the way that in P4, every character had their own individual story; P3‘s more like “okay, I said what you wanted, S. Link level up!” I guess preference for either installment depends more on whether it’s atmosphere or individuals that motivate you as a player.


[Today’s Good Song: ‘Murder Dull Mind‘, Amen Dunes’]

Squee Mode


In a predictable state of affairs, writer Leigh Alexander swathed her entire blog in a romantic Persona 3 Portable theme, tweeted on numerous occasions about how she failed to sleep due to Persona 3 Portable, changed her desktop wallpaper from MGS3‘s final boss scene to the above image, and then stopped blogging for two weeks. Guess what she has been doing all this time.

Actually, while I have been playing a lot of Persona 3 Portable, I’ve mainly been writing a lot, once again developing bunches of stories that I can’t wait to share with you as they materialize. Lately, though, I’ve been talking to a lot of developers about the high-stress environment of the game industry. Lots of people get into game writing because they hope to “cross over” — that’s never been me. I feel like there’s nothing that could make me want to work on the other side; let’s pretend I actually did have any game design skills, which I certainly don’t. Writing for the trade I’ve learned something big: I don’t envy them, to say the least!

And having been in games writing for a while now, there are a lot of times, to be honest, that I’m terribly stressed out, too, by the challenges of covering such a specific business — and by the culture of the audience, and I know I’m not alone. And if the audience is capable of causing me so much fatigue and disillusionment sometimes, it makes me wonder what’s wrong with them, too.

I wrote Who Cheers For War last month at Kotaku because I’ve been curious about digging into the darkness I often observe in our hobby — there’s no other way of putting it. Sometimes it even feels like illness. The often unspoken pains that all three spokes of this wheel (devs, media and audience) endure was something I think it’s important to continue to call attention to and examine, and I did this at Gamasutra late last week. Please do check it out and discuss if you missed it. The discussion thread on it has grown epic.

Today at Kotaku, an article about — surprise! — Persona 3 Portable. In my last post I said I hoped to write more about how playing as a female feels different this time around, and I had the opportunity to do that in this month’s feature column. For reference, here’s how it felt for me the first time around, from the archives of my old Aberrant Gamer haunt.

You heard yesterday that GameStop bought Kongregate — Kongregate’s founder, Jim Greer, an industry veteran with whom I’ve had several conversations that make me feel he cares very much about developers, would like you to think twice before applying the “home for indies sells out” narrative to this one, or that’s the message I got from my interview with both companies about the deal.

In other acquisition news, Disney spends quite a sum on third-place Facebook game developer Playdom, and one analyst thinks it’s an over-spend with unclear ROI potential (how’s that Club Penguin thing working out now, I’d like to know?). The contentious environment around social game investments, players and developers, is certainly becoming increasingly fricative, and nothing’s made this clearer than the polarizing response to Ian Bogost’s commentary game, Cow Clicker. For now, check out the heated discussion on his blog about it, and stay tuned for an in-depth follow up from me at Gamasutra coming soon. The whole issue’s fascinating, to say the least.

Speaking of social media, you will notice Blogger has kindly added buttons to allow you to tweet, FB, email and Buzz my posts directly whenever you like. Go for it!

So, also StarCraft II is, uh… something that is happening… it is a game for your computer, a lot of people are playing it, I.. yeah, I don’t know. I don’t know anything about StarCraft. Blind spot. Sorry bros. Are you into it? Lemme know in the new SVGL poll on the sidebar!

The last poll, by the way, showed that the majority of you, at 58%, are not interested in new motion control solutions. 21 percent of you are interested in PlayStation Move, 16 percent prefer Kinect, and only 4 percent of you would like to have both interfaces in your living room. Innnnnnnnteresting! I’ll have to ask you again after launch, when more titles are available…

[‘Today’s Good Song’ is actually an awesome music video! Check out Cosmetics’ ‘Soft Skin‘.]

Good Hearts

So, following the whole ‘Hey Baby Game’ thing, I wanted to point out that there are other much more heartening ways games are being used to shed light on social issues. I recently had the privilege of being invited to judge a unique contest: the annual “Life. Love. Game Design Contest,” held by Jennifer Ann’s Group.

Jennifer Ann’s Group is a nonprofit organization focused on teen violence education and prevention, and each year it challenges designers of all stripes to submit games about teen dating violence — with the caveat that the games themselves must not be violent.
The game that won, Grace’s Diary, was pretty effective, and the art was just awesome (if you liked Hotel Dusk, do check it out, along with the other winners!). I really learned a lot from my experience judging, and so I did an interview with the founder of Jennifer Ann’s Group, Drew Crecente (yes, brother to Brian!) on the contest and how games are uniquely suited to social issue education.
Check out the article, and please consider making a donation to this excellent cause.
[Today’s Good Song: ‘Over The Balcony‘, Quiet Loudly]