Showing posts with label blog. Show all posts
Showing posts with label blog. Show all posts

9.18.2010

The closed loop


"Humanity, loss, race, friendship, acceptance - heavy topics for any medium, and especially difficult for videogames. After finishing Minerva's Den, these are the things I'm contemplating regardless."
-from Arthur Gies' review on IGN.com



So, a couple of weeks ago, Minerva's Den, the story-based DLC for BioShock 2, was made available on Xbox Live and Playstation Network. This gives me some stuff to talk about.

Firstly, the response has been quite positive, for which I am very grateful. We're up there near the top of the highest rated add-ons on Xbox Live, and last I checked we had 200+ reviews on PSN with an average user rating of 4.96 stars out of 5. Can't really ask for more than that.

It's encouraging because, as DLC, we were a small team without a ton of resources. I'm insanely proud of what our team accomplished, and I think our success was based on having scoped the project appropriately for the amount of time and personnel we had. The story in particular was designed to be told as economically as possible from the ground up, and yet we seem to have connected with people despite a lack of flash.

The ending seems to garner the most attention on this front, even though the reveal is two stillframes on a monitor screen and a couple of voice clips, and the denouement which many people have called very emotional is nothing but some empty rooms and an audio diary, followed by a narrated 4-frame slideshow.

The key, I think, is in trying to tell a personal story-- something that followed the arc of an individual's life, and illustrated his getting through a particular trauma. The specifics are very sci-fi, but the core themes of loss and longing are intended to be universal. I think that on some basic human level it's very easy to put oneself in Porter's shoes, and so the impact of his plight comes across intuitively.

Race is one issue in the DLC that, while touched on very lightly in the actual content, has been brought up frequently in the reviews and other responses I've seen online as a central component of the experience. The guide character is a black man: Charles Milton Porter, a groundbreaking computer scientist. His race is only mentioned once, in the audio diary "How to Get Ahead," and otherwise goes unaddressed. I think it's the kind of thing where the issue of race hangs over the experience implicitly, and that one single point of acknowledgment carries with it much broader implications that were already in the player's mind. I found the response on this point interesting, anyway, largely because I never thought of that diary as being a big deal when I wrote it, so it made me take pause and try to analyze just why it's struck a chord.

As a side note, I've been monitoring responses to the DLC by searching for keywords on Twitter and Facebook, and it's been interesting for me to see the relatively high representation of female players posting their thoughts on Minerva's Den. Rachel suggests that this might be attributable in part to female users having a greater tendency to post on social networking sites in general. Nonetheless, it's nice to see a relatively high volume of responses from players who don't precisely fit the typical FPS-playing demographic. One likes to think that they've made something that can be relevant to people who aren't exactly like themselves.

In any case, I want to take this opportunity once again to thank the immensely talented team that poured so much hard work into making Minerva's Den a reality, and to thank everyone that's taken the time to play it. This is the first project that I've led, and as writer and lead designer, it's kind of my baby; it means so much to me to know that people are enjoying the experience of playing through the thing. I should also thank Zak McClendon, Jordan Thomas, and the rest of the management at 2K Marin for giving me and my team this great opportunity. Check out the Secrets of Minerva's Den on the Cult of Rapture to see who else worked full-time making great content for the DLC (as well as finding out about some obscure Easter eggs and in-jokes.)

Finally, you might have (though almost certainly haven't) noticed a slight change to the blog: the daruma in the header image, one-eyed for so many years, has finally earned his second pupil. Okay, so it's a crappy clonebrush job in the header image, but his real-life counterpart, which I've had since college, also has depth perception now.

In a lot of ways, this kind of closes the loop on this blog: Fullbright began in 2006 as a progress journal for the very first amateur FPS levels I made, right out of college; it was aspirational, meant to keep me honest and encourage me to keep working toward my dream. In the interim I banged the drum about games being smaller, shorter, more digestible experiences; telling more personal stories at an individual scale; of maintaining a focus on fidelity and immersion despite a more modest overall scope and team size. And now I've managed to lead Minerva's Den, a product which arguably upholds all of the above values.

DLC benefits from the stable base of a AAA game to build on top of, and the strong support framework of a full-size AAA studio to keep the production running smoothly, while allowing a small sub-team to follow its own creativity, making a new experience within the possibility space of the main game's premise. I feel highly privileged to have been involved in an enterprise like this in the capacity I was able, and I feel that by and large the results speak for themselves.

And that's just it. Maybe this entire blog has been one very long, indirect way of expressing a desire to make work that can speak for itself, finally rendering this little internet soapbox obsolete. Maybe that time has come.

Thank you all so much for reading this blog and contributing to my thinking on video games and game design. You've all made me more able to do the kind of work I've always wanted to do. For that I will be forever grateful.

Thanks for playing.


-steve

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6.17.2010

Darks Days 2

Sorry the blog's been dark (again.) I'm consumed once more by getting something squared away at work. Hopefully sooner than later it'll be revealed publicly. Until then... maybe not a lot of blogging. Apologies, but with any luck, this will end up having been worth missing some blog posts for.

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2.09.2010

BioShock 2... seeeeeeecrets

I'm going to start with a little self-congratulatory bullshit, so brace for that or skip ahead.

Four years ago last month, I started this blog. At the time I was a temporary certification tester at Sony in San Mateo. In my off hours, I was just beginning to build my first amateur level in the F.E.A.R. editor-- this blog was originally intended as a progress journal, to keep me on track in building my level design portfolio. Between progress updates, I included some light commentary about games and game design. If you go back to the beginning, you can still see my F.E.A.R. grayboxes.

In the intervening four years, I've gone from a temp tester at Sony, to a full-time tester at a local game studio (the now-defunct Perpetual Entertainment,) to a rookie level designer on a standalone expansion pack (F.E.A.R.: Perseus Mandate by TimeGate Studios,) to a designer on one of the biggest game releases of 2010, BioShock 2. It's been a hell of a ride. I couldn't have imagined things working out this way if I'd tried. I feel incredibly proud of what the teams I've worked with have accomplished, incredibly fortunate to have been given the opportunities I have by the gracious people who have employed and mentored me, and incredibly grateful to all the commenters and fellow bloggers for helping me think differently about game design.

So anyway, BioShock 2 is now upon us, and it includes a bunch of silly-ass secret crap and references by yours truly! Here they are!

I was the level designer for The Adonis Luxury Resort (the first level,) and Pauper's Drop (the fourth level.) The Drop was handed off to the talented Monte Martinez (level designer on the original Deus Ex, as well as DX2 and Thief 3) late in development so I could concentrate on the Adonis.


The Adonis

  • Gaynor Peaches can be found and snacked on throughout Rapture in BioShock 2. I didn't make this asset, or request it be made; I was surprised one day to find that our artists had included yours truly as one of the food items in the game. But I used it as a calling card to 'sign' a few scenes in the Adonis.

    I also got to write a bunch of the in-game guide entries, including all the entries describing food and drink. I used the description of Gaynor Peaches as an excuse to put words in Julie Langford's mouth (even though she doesn't appear elsewhere in the game,) specifically to make her talk about me. I always liked Langford.

  • In the sauna, you can find an audio diary by "Rachelle Jacques." This is a cheeky reference to my wonderful girlfriend of 10-plus years, Rachel Jacks. Rachelle has a husband named "Stephen" who sits around listening to radio serials while she swims laps at the Adonis; Rachel goes to the gym, I stay home and play video games. Art imitates life.

  • I was lucky enough to be the one to put the 0451 into our game. In the Looking Glass-derived "immersive sim" lineage of games, the first keycode is always 0451. System Shock, System Shock 2, Deus Ex, BioShock... and now BioShock 2. To keep things fresh, and perhaps to acknowledge the distance covered between the origins of the reference in 1994 to our game in 2010, Jordan had me reverse the order of the digits... so I had them placed on the opposite side of a glass window, re-reversing it to look like 0451.

  • Where's that Little Sister go at the end of the Big Sister introductory cutscene?? Does she just disappear?! No! If you look to your right as the fight starts, you'll find her escaping through a vent. Attention to detail, babies.

  • Cat-tleship Potemkin. If you look at the bottom of the stairs in the Big Sister fight room, you'll find an overturned baby carriage... with a cat inside. Somebody in Rapture was crazy about their cat! I dunno, I just found this funny. It's also the stupidest Battleship Potemkin reference you've ever seen.

  • The airplane tail from BioShock has come to rest on a ridge in the underwater section outside The Adonis.

Ryan Amusements

  • The first audio diary by Nina Carnegie refers to "Mrs. Englert's third grade class." Englert was a teacher I had, not for third grade, but in middle school, who also coached the Odyssey of the Mind program I participated in. My favorite teacher of my pre-collegiate schooling.

Pauper's Drop
  • The doorcode to the Fontaine Clinic in Pauper's Drop is a highly obfuscated reference to one of my favorite game series, the Hitman games. The door code is 0047 (Agent 47's code number,) and the name of the guy who recorded the audio diary pointing to the code is "Tobias Riefers"-- an alteration of "Tobias Rieper," the name that Agent 47 gives as a pseudonym in the mission "Traditions of the Trade" from the original Hitman game.

  • This audio diary contains another reference: Riefers says "they keep enough drugs in here to splice up a rhinoceros." This is a reference to the brief hoax by some clever forum-goer before much was known about the game, claiming to have gotten an advance copy of Game Informer in which BioShock 2 was revealed to contain soviet soldiers, dogs with brains that you could hack, a giant squid boss, and a spliced rhino.

  • The audio diary by Jackie Rodkins is a nod to Jake Rodkin, co-host of the Idle Thumbs podcast on which I sometimes appear.

  • The photo attached to the shotgun rack in the Fishbowl Diner is once again of my lovely girlfriend, Rachel. Immortalized!

Siren Alley
  • This is the first level where you can get the Handyman tonic; when you repair a bot with Handyman (or summon one with Security Command 2/3) it's given a random name. I input a bunch of these. Since you can control two bots at once, there are some interesting potential two-name bot combinations: Rachel & Steven, Andrew & Ryan, Tommy & Rebecca, Jordan & Thomas... And though you can't control three at once, there are Pinky, Blinky and Clyde, maintaining the BioShock tradition of working a really minor Pac-Man reference in somewhere, originally started in BioShock's Farmer's Market by our intrepid lead level designer, Jean-Paul LeBreton. (Another pair of bot names are Jean-Paul and Karla, a nod to JP and his wife. Karla made a bunch of the excellent posters and signs for BioShock 2.)

Inner Persephone
  • A number of the names of inmates that recorded audio diaries-- Mattson, Wilson, Thomas, etc.-- are from the BioShock 2 design team. I snuck those in.

  • Similarly, the mugshots found in the booking area are developers: myself, Jordan Thomas, Michael Kamper, Rinaldo Tjan, Rich Wilson, Hogarth de la Plante, and Ryan Mattson, if I remember correctly. I'm not responsible for orchestrating these, but there I am! Hi, mom!


So! There's a bunch of silly stuff you might not have noticed. Hope you like the game!

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12.21.2008

Holiday confab

I appear on the 2008 holiday edition of Michael Abbott's Brainy Gamer Podcast, specifically in "Volume 3" of the series. Abbott asked more than a dozen guests for their favorite games of the year, then brought small groups together to discuss their picks on the air. I was joined by Wes Erdelack of Versus Clu Clu Land and Tom Kim of Gamasutra Radio. It was an interesting chat; I look forward to listening to the rest of the sessions, and hope you will too.

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5.21.2008

Interviewed

A brief interruption to the Call to Arms: Michael Abbott has generously allowed me to contribute to his latest Brainy Gamer Podcast, by encouraging me to blather on and on in response to his thoughtful interview questions. Give it a listen to hear my thoughts on art school, Gears of War, and playing video games on the last day of your life.

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5.20.2008

Call to Arms 2008


Entry 01: Couples Counseling by LB Jeffries
Entry 02: Family Commute by JC Barnett
Entry 03: Last Call by Borut Pfeifer
Entry 04: Sellout by JP LeBreton
Entry 05: Resonance by Michael Clarkson
Entry 06: Strange Land by Steve gaynor
Entry 07: Jump by Duncan Fyfe
Entry 08: Potter by Steve gaynor
Entry 09: Survival by Coleman McCormick
Entry 10: Bumbershoot by Dan Bruno
Entry 11: Friends Like These by Justin Keverne
Entry 12: Bereavement in Blacksburg by Manveer Heir
Entry 13: Fruit of the Womb by Roberto Quesada
Entry 14: Peace by Christiaan Moleman

Memories. Feeling. Meaning. Conflict.

They can all be expressed through interaction-- games. Interactive experiences are driven by design. And we're all designers. Of any discipline involved in game-making, design's door is open widest. There is no barrier to entry. Players, artists, teachers-- we're all designers.

The challenge then is to express through interaction an experience that the player will find meaningful-- something novel, poignant, interesting, personal, or enlightening. As video game designers, we've explored a few forms of conflict with great fidelity: mostly direct and violent; mostly expressing the feeling of prevailing over one's rivals.

So, Fullbright proposes a public thought experiment; a decentralized game design symposium; a call for new takes on interactive expression. If we've succeeded by now in conveying feelings like "exhilaration," "fear," and "victory," and conflicts such as "individual power vs. strength in numbers," "man vs. rule system," "entropy vs. order," and "good vs. evil," the Call to Arms focuses on some more elusive aesthetics. Here's the procedure:

  1. Choose a feeling or a philosophical conflict listed below, or come up with one of your own. If someone has already posted an entry on an item that interests you, don't be afraid to tackle it in a different way; multiple approaches to one problem are encouraged.

  2. Write a simple game design which would express that feeling or conflict directly through interaction. The rules of the game-- what you do as a player and how the system (or other players) may react-- should speak directly to the tenets of the premise itself. This can be a proposed video or analog game-- computer, console, tabletop, boardgame, or other; any format will be accepted. Proposing a loose fictional veneer is valid if you feel it's necessary, but should not be the focus of your design; focus on the interactive elements, the rules of play, what happens, and how that speaks to the significant aspects of your chosen aesthetic. The game's framework can be purely abstract or it can be character-based; it's all open to your interpretation.

  3. Post your design in written form (illustrations and functional prototypes totally optional) on your blog or website and link to it in the comments here. Or, if you don't already have a soapbox, post your design directly into the comments here, or e-mail it to Fullbright. All designs will be displayed here once received, resulting in a public collection of theoretical game designs.

  4. There is no judging or prizes. All submitted designs become public domain, so don't post anything you're horribly attached to. The goal here is to share ideas with the world, not to put any of the resulting designs into production.

  5. Don't disqualify yourself! Everyone is a designer. Ideas are design; play is design. If you've never made up a game before, or created a design document, take this opportunity as your first.
Below are my initial proposed feelings:

  • The sadness of loss
  • The satisfaction of a job well-done
  • The joy of discovery
  • The vindication of upholding one's convictions
  • The anxiety of uncertainty
  • The thrill of infatuation
  • The alienation of being in a foreign land
  • The comfort of true friendship

Next, my initial proposed conflicts:

  • Duty vs. Passion
  • Indulgence vs. Prudence
  • Faith vs. Skepticism
  • Ostracism vs. Acceptance
  • Patience vs. Impulse
  • Masculinity vs. Femininity
  • Tradition vs. Progress
  • Innocence vs. Cynicism
  • Pragmatism vs. Romanticism

This exercise bears something in common with Clint Hocking's "Seven Deadly Sins" elective from the Game Design Workshop; for a starting point, check out how one team of designers at this year's GDC expressed Gluttony with a card game. Alternately, note how BioShock used a character-based approach in expressing Altruism vs. Self-Interest, and whether its mechanics supported the implications of that conflict. Or, how Jason Rohrer explored the bittersweet melancholy of aging with Passage.

What is meaningful to you? How can that be conveyed to others through interaction? Design play to share that experience with others. Heed the call to arms!

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5.18.2008

Busy

Being out of the house all day certainly leaves less time to blog.

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12.15.2007

Clarification

As a companion piece to my post "Dead Men" below, my friend Chris published a different article of mine singing the praises of Kane & Lynch over on the Shacknews blog. My post "Noir"was also graciously linked by Simon Carless on Gamasutra's blog, GameSetWatch. I'd like to extend my gratitude to them both for spreading my words around.

I think that my heavy evangelism of Kane & Lynch, along with my posting of "Dead Men" immediately after "Noir," and finally relating that game to the "noir mindset," may have given off a bit of a false impression, though. While I do think that K&L is admirable for affecting some of noir's most compelling narrative approaches, it's not "THE GAME" that epitomizes that theoretical overall production I outlined in "Noir." "Noir" described a game that, to my knowledge, does not exactly exist at present. There are a few reasons that Kane & Lynch isn't that game.

1) Scale of production: Kane & Lynch is a full-scale commercial production that aims for "triple A" status. It includes a full singleplayer/co-op campaign as well as a separate, full-featured competitive multiplayer game mode. It uses a graphics engine that has been updated to current-gen standards which, while not on par with the cutting edge of Unreal 3 tech, attempts to wield all the visual bells and whistles of its contemporaries. It was released across three current-gen platforms, and boasted a fairly massive intercontinental advertising campaign. Perhaps to its detriment, Kane & Lynch was a "big game" in every applicable respect. Conversely, a noir game will fully embrace a narrower production scope, intentionally modest level of graphical fidelity, and low-intensity approach to marketing/distribution.

2) Scale of Conflict: While the personal conflicts that drive Kane's character arc are compelling, and the narrative itself largely maintains a direct, visceral and human scale, the physical conflict acted out by the player is a different thing entirely, maintaining the status quo of mowing down hundreds of faceless enemies over the course of a video game. The noir approach does not embrace the flood of cannon fodder common to contemporary action titles, but instead promises an experience buoyed by its characters' internal conflicts, and only punctuated by sudden outbursts of violence that are meaningful to the player's understanding of the gameworld. Noir and Rambo do not mix; the handful of deaths in Kane & Lynch that do truly matter are diluted by the dozens upon dozens in between that are completely meaningless. Interestingly enough, the one of the only action games that makes a genuinely compelling experience out of killing as few people as possible also comes from Io Interactive: the Hitman series.

So, I'll apologize if my message with "Noir" and "Dead Men" seemed to be, "here is a description of the noir approach, and here is a perfect example of that approach made reality." Not quite: as a story and character study, Kane & Lynch is as successful an attempt as almost any action game you might compare it to, and owes much to the noir mindset; as a game however, while executed well for what it is, doesn't attempt to alter the paradigm of the traditional big budget, wide-release, AAA shooter production.

But halfway there is a good start.

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4.12.2007

Kojima

I'd been aware off and on that Hideo Kojima keeps (or I should
say, kept) a public blog, but had never taken the time to read through it. Today I started digging into his posts from the beginning, and I think they're quite fascinating. His posts focus very little on game design or theory in any way-- at most he mentions in passing the goings-on of the development process at Kojima Studios. Instead, his blog entries are heavily diaristic, and demonstrate that he is an extremely observant and reflective person. The detail of his descriptions of everyday occurences and abstractions of reasoning are interesting to follow; he has a unique viewpoint, and while I find game-based writing to be useful, I think I enjoy Kojima's observations on life at large more interesting than I would his notes on game design. It's a shame his blog didn't even last four months (late Sept. 05 to early Jan. 06) but the volume of writing during that time is generous.

Upon reading his blog, I felt jealous of Kojima. Not for any of the prestige aspects of his career, but for the simple daily amenities he describes. I miss living in a city where I can walk to anywhere I care to visit. I miss having trains to ride on. I miss ducking into a cafe or record shop on a whim, just because I'm passing-- of seeing people, masses, milling about the sidewalks. I miss the corridors of the city streets. Tokyo and San Francisco are an ocean apart, but the rhythms of the lifestyle aren't so distant. Living in Sugar Land is an exercise in isolation-- when I walk to a shop, it's down long, curved, four-laned streets, lined with nothing but fences until you reach the highway. The sidewalks are empty; there are no other people around, just cars with mirrored windows streaming by. Passing the occasional jogger feels like crossing paths with another nomad in the desert. A city like San Francisco is alive-- the streets are there to be walked by me. The streets here are just for the cars to get to a house or a store. Maybe one reason I like being in the office so much is because I'm surrounded by people there.

I'm also jealous of Kojima for all the photographs of his meals:


I wish my diet were more like that. Here, I'm limited either to what I bring from the grocery store (I'm not big on cooking in the office) or what other guys in the office want to eat out or order in. My grocery stuff is either soup or peanut butter and jelly sandwiches, and restaurant food normally consists of something like fried meat with sauce and bread. But rice, fish and vegetables-- it's light, always tasty, relatively healthy, and won't weigh you down in the afternoon. It is not Texas cuisine.

Kojima also writes often about the dreams he has. I wish that I remembered dreaming more than I do. The last couple of nights I have had some dreams, but that's the exception. I don't know if I'd dreamt anything before that since I moved to Texas. If I dream, it's usually the dreams of a repressed mindstate-- images of violence, sex, taboo. The recurring dynamic is of movement contrained, and for a long time was of careening down a highway, out of control. Pair those together and the frequent image was of myself in the driver's seat of a car that's gone out of control, constrained to the point of being unable to reach the pedals or turn the wheel. These images make sense metaphorically, but the more visceral blood & sex stuff makes less sense to me. Is my id really so eager to exercise itself?

I'm going to try reading the rest of Kojima's blog entries today or this weekend. I also picked up Metal Gear Solid 2: Substance for the PC the other day at a used book store. I tried playing through it when it was first released and just couldn't make it. The complete absurdity of the plot and the extreme long-windedness of the exposition couldn't motivate me through the gameplay, sparse as it was. I hope I'll make it through this time. I think it deserves another chance.

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1.20.2007

Comments

Blog comments: ENABLE!

If you're reading this, feel free to drop a comment. I've only been taking e-mail feedback up til now, and I've gotten some good ones.. but I figure no reason to keep he comment system turned off. If I don't like it, I can always go back to the old way.

I'm also going to put up the first development shots of BENEATH pt. 2 today. Figure I've been working on it for a little while now, I ought to start documenting it.

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12.01.2006

Updates

I haven't been updating the blog!

Beneath Pt. 2 is in the thick of the planning stages right now. I am going to dive back into WorldEdit and try to wrap up the story. I hope this one won't take quite as long to build. It's pretty ambitious. Once that's spun up, this space will see more words.

I also need to get back into writing for Idle Thumbs. When I put something there, you'll get the commentary track on this blog.

I promise not to make a liar out of myself by letting this blog sit silent. See you soon.

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6.27.2006

Why

Why hasn't this blog been frequently updated of late?

  • The actual environments of Beneath are more or less final at this point, so screenshots aren't too new or exciting right now
  • I've been scripting in sound, music, and enemy encounters which, again, don't photograph well
  • I haven't been seeing/reading/playing a lot of cool stuff lately to talk about
  • Haven't been having many Big Thoughts about game design that bear repeating
Before long, I'll have screenshots of all the enemy encounters actually occuring in BENEATH, and then not far after, the actual map will be released. I should also write up my thoughts on Blood Money for real, soon. Hell, I should probably do the Blood Money stuff today.. servers are going wild at work this afternoon anyway.

Won't be long now.

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6.21.2006

Resume

I'm back from a trip to Portland, and I've finished Blood Money, and I swear this blog will resume normal operation shortly. I really want to get back to work.

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1.13.2006

Welcome to Fullbright.

Hi there.

Why don't we talk about why I'm making this blog? There are about two reasons.

The first is that I want somewhere to put out my thoughts on video games. I've been looking for a place like that for a while.

My first shot at it: starting in September 2004, I published three issues of the quarterly print zine The Journal of the Compugraphical Video Entertainment Medium (dig the joke title.) I wanted to write out a bunch of high-minded thoughts I'd had about narrative and game design and the role of the player and the player character and politics and gender and motivation in video games. So I did. But I wanted to take the air out of it a little, so I hamstrung it with that overlong pretentious title, Kinko'sed the entire thing, and started selling and giving away copies. I managed some good material in there, like interviews with Greg Kasavin of GameSpot, Jacob Andersen of Io Interactive, and Craig Hubbard of Monolith. I made a couple bucks off of it, got the title known around town a bit, and started writing about games for a local paper, which lasted about six months or so.

But after three issues, the zine had run its course, and I moved out of town so I stopped writing for the paper. I was looking for a new place to continue writing about games, so I hooked up with Idle Thumbs, a transatlantic website about video games and the industry. I was really into it at first and put up a lot of material, posted news, reviews, opinion pieces, helped with the site artwork, and so forth. That lasted almost six months. By now I've realized that the editorial process at Thumb is completely broken, and I'm not interested in the site much anymore. Again a homeless writer.

So, here I blog.

Second thing: I'm not much satisfied just writing about the game industry at this point. I'm much more interested in the hands-on design and development side of games. Flat out, I've got to be all up in the games industry, helping it happen. I'm working on becoming a level and scenario designer, and I want to use this space to talk about the nuts-and-bolts stuff which that entails. I want to talk about design philosophy as well as the ins and outs of making successful playspaces for specific systems. And I want a place to paste up material from the levels I'm working on for my portfolio and to hash out the processes I'm going through there. I'm looking at a progress diary. A video game blog.

-What will you find here?-

+ Media and commentary on pieces I'm constructing for my level and scenario design portfolio
+ Thoughts and commentary on game design issues and the games industry
+ Thoughts and commentary on specific games I've been playing

I don't know if I'm just doing this for myself or for an audience, but I hope that if you are reading this, you're interested in the same things I am, and that you'll get something out of this blog. Not that there's anything here yet. But soon.

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