Thursday, March 15, 2007

Why I love games

In a recent interview at a game dev company, I was asked a fairly typical and straightforward question: "Why do you want to work on games in particular?"

I can hardly believe how relatively unprepared to answer the question I seemed to be. Besides being a question that I had expected to be asked, it's also something I've thought about many times and a question I've answered in many in-depth conversations in the past. Perhaps the problem was that I'd never actually attempted to articulate my answer succinctly in a few sentences, not to mention under some amount of pressure. That part of the interview process was rather informal, though, so it gives me some amount of pause that I feel I fumbled on my response to the very question that I should have by all means been able to answer best.

The experience helped me realize how great a question it really is: why do I care about games so much? I'd like to take the time to (begin to) answer the question for myself, but I'd also like to hear some of my peers answer the question as well. At the end of this post, I'm going to call on a few friends in particular who I am hoping will follow suit.

(PSA: I'm not even going to try to shorten the length of this post. As much as I appreciate brevity and aspire to express my ideas as concisely as possible when blogging, I think this is one of those times when my desire to just-get-it-out-there-for-goodness-sake will have to take priority.)

Games are a big part of who I am

Games were the biggest influence inspiring me to continue pursuing my artistic skills. As my dad enjoys recalling, it was almost always images inspired by Mortal Kombat (which he graciously brought me to arcades to play) and Command & Conquer (which he bought me for Christmas one year and changed my life forever) that kept me drawing on a consistent basis. So games weren't just something I always enjoyed playing -- they were something through which I found my joy of creative expression. To me, games have always clearly represented a great gateway for enrichment in terms of simultaneously entertaining and edifying play.

Games are what got me into philosophy. Alpha Centauri in particular helped me understand that a lot of classic and modern philosophy deals with issues that have only become more important as the technology of Western civilization has progressed. AC and Civilization were the first pieces of media that really pushed me to consider how technology, economics, and politics play together in the real world. They really helped me understand and appreciate written history.

Perhaps most importantly, though, games were one thing that was always there for me, not just as something to keep my mind away from boredom or to distract me from the occasional lonely times, but as a very deep reminder of the beauty of life and the endless ways in which we, as artists, craftspeople, and engineers can create products that truly reflect our joy for life and allow us to share it with others.

I know that at least one of my friends can't help but snicker every time I mention this, but those who share my love for Final Fantasy III (US) and who shared the same sort of experiences with it as a kid understand well what the game meant to me. In a very profound way, FF III and a select few other games served as a consistent reminder of greater things in life. They were anchors to some of my greater spiritual beliefs and reminders that there's more to life that what the troubling halls of middle and high school and the seemingly dreary world of so-called "adult life" had to offer.

Infinite horizons

As I grew up and particularly as I went through college at WPI I became more and more convinced of the virtues of games as a hobby and profession. The last three years in particular have been encouraging, with the rapid growth of casual and serious games and Nintendo's revolution being particularly noteworthy.

I'm find it very refreshing and inspiring to see how well the industry is starting to diversify. (We may have a long way to go in terms of solidarity and mutual appreciation, but still....) My dreams and vision for the future of games has never diminished and has only grown over time. It now seems almost self-apparent to me that there is something fundamentally play-oriented about our nature as humans, and games provide the structure to make play meaningful on so many social and personal levels for those who play them. Thus, as electronic games have the advantage of being essentially restricted only by the imaginations of those who make them, the potential of the medium is nearly limitless.

The nature of play and the foundation of interacting with an environment in a structured way makes games an incredibly powerful force for persuasion, edification, and entertainment. With games, we write the rules as developers and as players. We can explore new worlds (imagined, emotional, or otherwise), prototype solutions to non-trivial problems, learn about the relationships between our decisions and their corresponding outcomes, and so much more.

I know the pieces fit

Looking at it from the view at 60,000 feet, it's obvious, even from an almost purely logical point of view, why I desire to work with games as a life-long pursuit. It's simple, actually: I want to constantly aspire to improve and apply my skills to help with the development of things that serve a purpose about which I feel strongly supportive. Ultimately, I'd like to work with a medium or media that allow me to express my creative desires to help others see the beauty in all aspects of life. I want to work with brilliant, passionate people with a whole-hearted love for life and a genuine desire to make the product of their labor no less than the fullest possible realization of their dreams, speaking in short and long terms. (And in general, I just love working with people who love working together!)

Despite all of its troubles, this really is an awesome industry -- my GDC '07 experience really convinced me of that. I just love seeing the industry from all sides, even the outside, e.g. academia and film people's perspectives. I love hearing everyone's perspective, listening to their stories, and learning what makes making games fun and rewarding for them. I love this industry if only because of all the great people in it and the great diversity of hopes and dreams that games people have been, are currently, and will continue to cook up into new experiences.

Developers and producers in the so called "mainstream/hardcore" games market are starting to see the writing on the wall and are making efforts to change how they develop in the name of sustainability. Those sick of the traditional industry are striking out in a myriad of different ways, with pretty darned inspiring results thus far. And perhaps best of all, it seems that we're finally establishing a strong and well-recognized "indie" scene. Go read Jon Mak's interview with Gamasutra about Everyday Shooter or read about the success of Armadillo Run and tell me it doesn't help reaffirm your faith that games can be innovative and still get due exposure, providing enough financial sustenance to keep their artists focused on what they're so great at.

To wrap it all up...

So why do I choose games? I choose games because in my mind interactive entertainment seems to exist at an almost impossibly beautiful meeting point of my creative and life-accomplishment desires. I see games as the vehicle through which pretty much all the things I love most in life will continue to manifest in greater and greater forms throughout my life.

So for now, I hope this sufficiently answers the question of why I love games and want to work on them for a living -- or at least starts the process of answering it. Indeed, exploring why games mean so much to us may be the ultimate expression of our love for them and the very thing that will always keep us coming back to games, in one form or another.


If anyone who reads this would also like to make a similar post, please leave a comment here linking to your post as I'd love to hear them. You don't have to love the industry as much as I do or anything, but I know that at the very least Craig and Darius should have plenty to say about this. Why do you guys love games so much and what makes you want to work on them (professionally or just on the side)?

Wednesday, March 14, 2007

My current IGDA web work (and a bit more)

Much of my volunteer and on-the-side work for the last 6 months has been with the IGDA Education SIG. I started volunteering with the IGDA as a webmaster for the Columbus chapter of the IGDA. Last fall I was offered the opportunity to join the IGDA Education SIG as a Technology Co-officer, along with Darius, and, of course, I took the job!

« Education SIG »
My efforts with the EduSIG have largely revolved around our curriculum initiative. We've endeavored to see if we can get games educators to put their syllabi and other relevant information about their classes up on the IGDA wiki. We've created some templates to hopefully make the task more manageable and step-by-step instructions, including pictures and video, to help teachers overcome the hurdle of learning this "new" wiki technology.

« IGDA Website, etc. »
So what's on the horizon now beyond the EduSIG's continuing curriculum efforts? The IGDA is in the process of considering a full restructuring of their web presence including a full website front- and back-end redesign, and I have already joined that conversation as I hope I can offer some practical advice and perspective on different ways we can meet our goals.

Since I have a fairly strong background in web work, I hope that I can use my skills (and time) to help the IGDA make a great, fresh start on the web. The potential is there for the IGDA to set a great standard and a strong foundation for web collaboration between games-related parties for years to come. The wiki and forums were a great start, but more can be done to solidify the usefulness of those tools, and a great deal of progress can be make in terms of visibility and adoption by all SIGs, for example.

« Tools SIG »
Speaking of collaboration via the web, I'm starting to become active with the just-started IGDA Tools SIG. My first action was to contribute my notes from the excellent GDC '07 roundtable for "technical issues in tools development" onto the wiki. I'd like to now set up more scaffolding on the wiki and get involved in tools-related discussions on the IGDA forums to help keep the exchange of ideas flowing.

A great starting point, I suspect, will be to start getting some good pages up on the wiki to cover some tools and books that are of use to tools developers. Some links from my notes already lead to non-existent pages relating to tools and books mentioned at the roundtable; I hope this "hypertextualization" of the notes from the meeting will inspire others to share their comments from the meeting, bring up related questions, and demonstrate the kind of help that a wiki can provide in keeping track of all the ideas we generate through our discussions. (I also hope someone who took notes at the roundtable on Thursday, which I didn't attend, could put notes from that meeting up on the wiki as well)

« Wikipedia (aka "The Big One") »
One of my many goals-in-the-back-of-my-mind for GDC was to meet Elonka Dunin and pick her brain regarding some Wikipedia questions I had. We had several great talks, culminating in the establishment of a simple plan to get Darius & I acquainted with and established within the Wikipedia community. (I love how having a few drinks at a GDC party and running into people -- whom four days prior you'd never even met -- can lead to such stimulating and rewarding conversations -- more on that in another post, soon, I promise!)

So why the sudden boost in interest in Wikipedia? First, I will say that Wikipedia could really use more people like Elonka up in its higher 'ranks' and I hope that Darius & I can support her in her mission to become an administrator there. Second, Wikipedia's coverage of games is, in my opinion, in drastic need of more attention. As such, it'll be great to have an experienced mentor like Elonka as I attempt to give my best to the Great Wiki. I'm glad to see that there's already a WikiProject for video games, and I look forward to helping out with that initiative.

« Game Jams! »
One other thing: It seems that people are doing a lot of game jam-like events lately and that the idea is spreading quite a bit. Perhaps we (who have participated in and/or run these events) should start contributing our knowledge on the topic to the wiki. Some discussion on forums could help, too....

Zoom, zoom, zoom!
So, with my battery recharged with lots of web-related efforts, I'm off!

Monday, March 12, 2007

My First GDC: Impressions of GDC 2007

GDC 2007 is over now, and with it the hustle and bustle of 12,000+ people has once again left the many halls of San Francisco's Moscone Centers West, South, and North. The story of GDC '07 is not a trivial one to tell. It's a story with many facets, and no one person ever gets to experience them all on a given year. I want to do my best to tell the parts that I saw, though: they paint a very interesting and colorful picture of what I see as a thriving and healthy industry that's just filled with truly exceptional people. Of course, this is my first attempt at such an account, and I make no pretense to actually know what I'm talking about, but I will attempt to share my impressions, at least in part, to the best of my ability.

All things indie (but without the Jones)

One of the things I love most about GDC is the great presence of the indie development "scene", in its many forms. I love seeing indie developers, and really all those with an "indie" developer heart, endeavor to keep it real and remind us that often the best games are the simplest and/or smallest ones. Somewhere between the sponsored sessions, business meetings, special topic roundtables, and other various gatherings of developers, there are, scattered about, lectures, presentations, and demonstrations from "the kids" -- a semi-amorphous contingent of young (and young-at-heart) games geniuses, humbly (well, usually humbly) sharing their surprisingly lucid and clear insights, which have been refined and variously inspired by one another and so many others during their time working in and around the industry. I enjoy being exposed to all of their varying passions -- for history, experimental gameplay, emerging and existing trends, and arguing for trends that we need to take leadership on.

The Independent Games Festival (IGF) was awesome this year, and will see (with any luck) no less than three titles showing up on GameTap many to enjoy. I was glad to see a lot of great developers get the attention they deserve, and to learn what humble, dedicated artists these people are. But perhaps best of all, I loved seeing how integrated the indie attitude seems to be with many other parts of the industry. While it often seems that so many game developers are stuck in a rut of limited perspective and resignation to the ways in which our industry is lacking, it's great to see that there are also people from all parts of the industry who desire to see all parts of the industry improve, along with the attitudes of those within it.

A great mix

Overall, perhaps the greatest thing about GDC is that there are so many different types of people, with so many different relationships to and within the industry. There are so many people from the business, research, and development areas of the industry (for simplicity, I'll pretend that academia is actually part of the industry, for now), and by and large they all have many great opportunities to interact with one another.
One of the reasons I most wish I could attend each GDC twice is that I'd really like to attend more of the tutorials. I wish I could have been at the serious and casual game summits, among others. (next year I'll probably endeavor to bounce around more) The sheer breadth of what's covered, with the option of experiencing each track in less or more depth is a real joy for people like me who like to dabble in a bit of everything every now and then.

Go forth, young developers, and mingle

Speaking of great opportunities for people to interact, I was very impressed by just how feasible this really is. One of the best opportunities to meet new people and reconnect with old friends are the lunch breaks. During these breaks, you can easily grab a pre-prepared lunch and sit down with... well, pretty much whomever you want. I found that pretty much anyone would happily have you join their company if you just had the guts to go ask.

I get a really good vibe from most developers that they're willing to interact with anyone at least once: you always get a chance to at least meet them and hopefully make a good impression. And even then, it's not about who you are, it's about what you do. I think people at GDC respect you most for your actions, rather than your words, so the bonds that form are strong and the shows of friendship earnest.

Smart and passionate people all around

I'm glad to say I had the great pleasure to meet a lot of really interesting people and even hang out with a few of them and get to know them a bit. My mind was opened up even more than ever by people talking about business, game design, tools creation, history, and much more. And perhaps more importantly, I found several of the talks and demonstrations to be quite inspirational. Chaim Gingold's "Spore's Magic Crayons" talk was particularly noteworthy -- at the end of it, I just wanted to run home and start playing around with some game design ideas that were bouncing around in my head. (and this was at the VERY END of the conference when I was so tired I was bordering nausea).

Hot damn, GDC

After five hears of nearly endless hype from Darius, it's remarkable that I can honestly say that GDC was even better than I'd ever imagined. Sure, it's got its bumps and blemishes here and there, but if nothing else it's a wonderful time for a bunch of great people to come together, exchange ideas, and meet news ones who've joined our exciting, inspiring and thriving industry. A conference is only as good as those who organize, contribute to, and attend it, and the people of GDC are top-notch.


So how about that GDC '08?