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!
Category Archives: Interviews
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.
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.
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.
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?
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!
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.
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Interview: Building On BioShock 2 With Minerva’s Den — And 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.
