DEVELOPER'S LIFE PART 14: NEW
YEAR'S RESOLUTIONS
(High-Res, Low-Res, And Every Mipmap In Between)
By François Dominic Laramée
I, François Dominic Laramée, fine purveyor of games
that few if any people ever want to play, hereby pledge
my dedication to the following badly needed forms of
self-improvement:
Resolution #1: Be More Optimistic
Uh, on second thought, maybe not.
Or maybe yes. I'm not sure.
Last April, our local IGDA chapter received visitors
from
LyonGame, an association of developers from the
French city of Lyon (obviously). Not long before, an
unholy alliance of stock market tribulations, dubious
strategies and circumstances beyond anybody's control
had decimated the once-thriving (if low on mega-hits)
French development community, leaving it in shambles.
These guys had survived, picked themselves up, bonded,
and kept going. I found their testimonials uplifting.
But it was hard to miss the chilling undertones. This
could happen anywhere.
On the other hand, the outlook in my tiny frozen
corner of the world is brighter than it has been in
several eternities. The little guys are doing well. So
are the big ones. Between them, Ubisoft Montreal and the
city's new EA affiliate will create hundreds of new jobs
in 2004 – and EA's recruits will get that most precious
prize of all, the chance to work on original,
non-licensed intellectual properties. (Of course, you
can't open your doors wide open without using your
hands, so if Ubi's and EA's can't be pried away from
each other's throats at some point in the near future,
all of these great plans will come to naught, but one
can always hope.)
On the gripping hand, the last couple of months have
seen a number of depressing news items litter the wires.
Gone is the former Microprose, where Sid Meier and Brian
Reynolds once made Railroad Tycoon and
Civilization I and II, its staff laid off after
completing one last game that will probably not enjoy
the same lasting fame. Gone, too, is Capital
Entertainment Group, the "production company" that
wanted to do for games what so many of its cousins do
for films, which is fund development of original
projects that the big publishers are afraid to touch
with ten-foot poles. And in a truly bizarre conclusion
to a year of disasters for British developers, Muckyfoot
Productions called it quits, its
homepage replaced with stream-of-consciousness
dialogue and its key employees reportedly trying to
start a new company - in Argentina.
But then again, the funky little EyeToy is a big hit.
And hackers cracked the N-Gage within weeks of its
release. And there are rumors that Microsoft will unveil
the next generation of the Xbox at GDC. And to top it
all off, a Scottish designer is suing Rockstar over
alleged theft of his original concept - for Grand
Theft Auto. (How is that for irony?)
So you tell me: should I be optimistic, pessimistic,
or just dizzy?
I tell you what: I say optimistic. But I'll keep
trying to land more assignments in TV writing and
stand-up comedy. Just in case.
Resolution #2: Read More
As of this morning, I have a total of 4 game
development books, 13 novels and collections of short
stories, 3 science books, and two months' worth of
magazine subscriptions in my unread pile. (I just
checked.) And the collected stories of Arthur C. Clarke
weigh in at nearly 1,000 pages, so they probably should
count double.
I had better pick up the pace, because this year
promises to be a doozy for the game development book
publishers, several of whom have honored me by asking
for my advice on proposals, manuscripts, and galleys.
Obviously, I can't say a whole lot about books that
haven't been published yet, but look for a lot of
fantastic material on the shelves very shortly.
Resolution #3: Play Better With Others
I have a confession to make: I don't like
multiplayer games very much.
Oh, sure, once in a while I find one that becomes
like a second home for a time. I will carry to my grave
the fond memories of the evenings I spent on GEnie's NTN
trivia, oh-so-many years ago, with 10-20 people who had
the good sense to pay more attention to each other's
funny lines than to the game's clunky interface and to
the clues it painfully dragged through our 2,400 bps
connections. (The game itself might not have been worth
paying $3 to $6 an hour, but with good folks like that,
I didn't care.)
But for every friendly, welcoming community, there
are a hundred online hellholes crawling with "griefers"
who like nothing better than to ruin the experience for
everyone else. (At least, "griefers" is what they're
called in public forums like this one. Buy me a soda at
the next GDC and I'll disclose a few juicy alternate
appellations for these morons.)
In 2003, I sampled two MMOGs, one of which I had been
anticipating for some time. I didn't make it past the
trial period of either, and in both cases, the very
reason why people would want to play online, e.g., the
interaction with each other, was the culprit. Sadly, the
share of the online game-playing audience that doesn't
deserve to be interacted with, except maybe with
a paddle, is far from inconsequential.
Call me antisocial, but I don't want to fight with
1,000th level hackers, or have my chat box
littered with spam, racial slurs, and religious
propaganda, or be locked out of every interesting event
by tribes of treasure-hogging Orc supremacists. So I
play alone.
But I promise I'll log on again, and if I find a
place that is really worth being there, I'll let you
know early and often. Maybe if we flock to one of these
realms, the companies who make the others will get the
message. (And those who already get the message but
can't find the resolve to do a whole heck of a lot about
it will grow a new set of corporate cojones.)
Resolution #4: Practice More
I love games that have depth. I love to play the
same game over and over again, finding some new delight
every time. It's a bit of an inconvenience, because
other games pile up in the in-box, but it's worth it.
Not counting magazine demos and one evening at a
friend's house, I have played exactly two games
in the past four months: Madden NFL and Europa
Universalis II. I have spent well over 100 hours on
each, and well spent they were. Madden, a
franchise I hadn't visited in years, taught me an
enormous amount about football, a sport I thought I knew
as well as I ever could – for example, when I watch a
game, I can now read a blitz coming and guess the
quarterback's reaction. And by the time I'm through with
EU2's incredibly well-researched historical
simulation, I will be so old and gray that I won't
remember how to uninstall software from a hard drive.
Try them; you won't regret it.
But, please, note that deep and big are
not the same thing. A game that requires me to suffer
through 100 hours of repetitive behavior just so I could
look at new sets of pretty textures annoys me. A lot.
For the love of all that is holy, good or decent in this
world, and for the love of me, too, if that's the kind
of games that you make, stop it. Now.
Happy New Year!
To all of you, whether you mark time by the
Gregorian calendar or not, a felicitous year brimming
with joy, fulfillment, love, delightful surprises, and
manageable levels of stress. And many more after that.
And then some more. Can't have too many good ones.
Gotta go now; got a couple more Super Bowls to win
before dinner.