Developer's Life Part 13: More
Bookshelf Clearing
By François Dominic Laramée
It's that time of year again: my bookshelves are
overflowing with good stuff I have to recommend to you
guys, just in time for the game industry's Great Annual
Post-Christmas-Release-Crunch Sleepoff! Lots of good
stuff in there, so grab a pencil, fire up your Amazon
wish list, or just cajole your loved one something
extra, and read on…
For Programmers
I recently picked up a copy of David Brackeen's
Developing Games in Java, published by New
Riders (ISBN: 1592730051), and it is a pure joy to read.
This is a book that begins with a discussion of threads,
so it is no lightweight fluff, but the writer's style
and the copious amounts of relevant code make it easy
and pleasant to work through the material. The first
section, humbly titled "Java Game Fundamentals", is worth
the price of the book on its own: in addition to
threads, it discusses input, sound, 2D graphics,
multi-player issues and a complete core architecture
quite sufficient for any small web-distributed game,
thus covering as much as or more relevant ground than
most game programming books of recent vintage. And once
you're done with it, you still have three quarters of
the page count to look forward to, including 3D,
optimization, scripting, game saves and sundry topics of
importance. 
Bottom line: I haven't finished reading the whole
book yet, but I couldn't wait to talk about it. If you
have any interest in multi-platform programming, or in
publishing a small independent game through one of the
web aggregators, or just in smart software engineering,
pick up this book now. You won't regret it.
For Designers
Several months ago, the fine folks at New Riders
sent me partial galleys of Chris Crawford on Game Design (ISBN: 0131460994) so I could write an
inside-cover blurb for the book. (Yes, why they would
want me to do that is beyond me as well.) Chris Crawford
is a certifiable genius, of course, and while you may
not always agree with what he has to say, he will get
your wheels turning early and often. 
In what must be a world premiere, here is a quote
from that glowing blurb I wrote myself:
"[…] Chris boldly flies in the face of conventional
wisdom, but never without iron-clad justification. This
book is immensely thought-provoking, and also a
wonderful read: You will alternate between laughing out
loud and taking notes. Read it. Think furiously. Then
read again."
Highly, highly recommended.
For Writers (and Designers, and Plain-Old Readers
Too)
We game developers love our speculative fiction.
Every year sees its fair share of horror games, a king's
ransom in sci-fi titles, and a huge bloated heap of
fantasy. But one speculative sub-genre that has been
strangely under-exploited in games, despite its enduring
popularity in print, is alternate history.
The phrase "alternate history" is pretty much
self-explanatory: it is an extrapolation of what might
have happened had the outcome of some historical event,
whether seminal or mundane, been different from what it
was in reality. A current game example is Freedom
Fighters, in which America has lost the Cold War
and players must defend New York City from a Soviet
invasion. An interesting premise; here are a couple of
alternate history books that may start you on equally
engaging tracks when you design the setting for your
next masterpiece:
1632, by
Eric Flint (ISBN: 0671319728)
This wonderfully entertaining novel begins when
an alien art experiment displaces a West Virginia
coal-mining town of a few thousand to 17th-century
Germany, right in the middle of the Thirty Years' War.
The book describes how the townsfolk cope with their new
(and quite lethal) surroundings, rebuilding a little
piece of their lost America in the distant past.
1632 is an amazing book. It breaks just about
every rule of fiction writing – and yet, it is such a
pure delight to read that you just won't care. Sure, the
good guys are impossibly just, beautiful and smart. The
bad guys, way too evil, misshapen and dumb. It becomes
obvious very soon that the heroes will never be in any
real danger. The amazing resourcefulness of the West
Virginians, whose paltry numbers "just happen" to
include an Olympic-caliber biathlete, a union leader
with the skills and charisma of Abraham Lincoln, and a
Vietnam veteran with an M-60 machine gun tucked away in
his backyard, stretches the imagination to say the
least. The running gags, like the NCAA nose tackle who
scares the pants off everybody in the 17th
century because he's so big and strong (and says if he's
provoked into a duel he'll fight it with 10-pound
sledgehammers), run too long and too often. Doesn't
matter. You will fall in love with Mike and Tom and
Rebecca and Julie and the others by page 4. More
importantly from a game designer's perspective, the ways
in which a tiny group of Americans ends up using
superior skills to cope with, and eventually dominate, a
world that suddenly has become far more alien than many
sci-fi galactic empires, is a powerful source of
inspiration. Highly recommended.
Kim Stanley Robinson's
Years of Rice and Salt
(ISBN: 0553580078)
This book has very little in common with
Flint's. Whereas 1632's events take place over a
matter of months, this one covers seven hundred years.
Flint's heroes are familiar; Robinson begins his story
by wiping out all of Europe's population in a medieval
plague, thus opening the world for Chinese and Islamic
domination. And while Flint goes for campy fun,
Robinson's is a much more serious, researched, literary
book. 
The Years of Rice and Salt isn't Robinson's best,
not by a long shot. (That distinction goes to Red
Mars.) The overarching pseudo-Buddhist religious
premise doesn't work very well, and the book reads more
like a collection of mildly related novelettes of
inconsistent quality than as a coherent whole. However,
the extrapolation itself is top-notch. Read to study
Robinson's technique, and no matter how slow and
frustrating some of the early stories may be, don't put
the book away until you have read "The Alchemist", one
of the five best stories I have read all year.
Silent Stars Go By by
by James White (ISBN: 0345371100)
In my 33 years of life, I must have read between
750 and 1,000 novels of all styles. This one is my
favorite, joining Star Control 2 on the short
list of treats I revisit every year around Christmas
time. Its premise: an obscure Irish monk discovers
Hero's description of a steam-based toy in the Great
Library of Alexandria, invents steam power, and launches
the Industrial Revolution over 1,000 years ahead of
schedule. As a result, the Kingdom of Hibernia (the
Irish world power) launches Earth's first starship,
captained by a Catholic Church cardinal, in the 14th
century. 
Read this one for the breadth of the extrapolation:
White's characters include all sorts of people from all
sorts of cultures influenced by Hibernia and/or involved
in the starship project, from Jesuit scientists to Aztec
princesses and from Native American economic juggernauts
to the Heir Apparent to the throne of China. Plus, the
main characters, two Irish healers, are to die for. Curl
up around the fireplace and enjoy.
If You're in a Hurry…
If you want a taste of alternate history but
don't have a whole lot of free time, here are a couple
of short stories you might enjoy:
[] Harry Turtledove's "The Road Not Taken"
(available in the Orson Scott Card anthology
Masterpieces: The Best Science Fiction of the Century)
posits that achieving starflight is actually quite easy
to do and that every sentient species in the galaxy
except mankind has developed some form of faster than
light propulsion during the local equivalent of the
Renaissance – with interesting consequences when an
alien invasion army lands in contemporary America with
weapons and tactics that Frederick the Great would have
laughed at.
[] And finally, in David Brin's
"A Professor
at Harvard,"
from the July/August issue of Analog,
a trifling change in one man's life ends up bringing
Galileo to America and speeding up scientific
development by centuries; this story, like so much of
Brin's other work (The Crystal Spheres and the
novels of the first Uplift trilogy come to mind)
will stay with you for a long, long time.
And Now, A Shameless Plug…
As you may have heard, Ubisoft and Electronic Arts'
new Montreal studio have been skewering each other in
Quebec courtrooms for the past couple of months over a
no-compete clause in the employment contracts of several
former Splinter Cell leads who wanted to jump
ship.
Notwithstanding the legal merits of this particular
case (which, to me, seems egregiously unfair), the very
concept of a no-compete clause in an employment contract
is a terrible idea for everyone: the employee, the
studio, and the industry as a whole.
Now for the plug part: I will have much more to say
about this in the December issue of Game Developer
magazine, in the Soapbox column. Read it, and as always,
comments are more than welcome.
See you next issue!