Categories
advocacy games industry

Nathan Brown: Grow a pair, or stop reporting, please

Any journalist who continues to not only re-hash the self-aggrandizing bull**** of greedy and abusive games-industry managers, but goes further and writes about these people and their behaviour in unquestioning, positive terms … is open-season for ridicule right now. We’ve had enough; developers are starting to get really pissed at journalists who kow-tow to the rich and the powerful, while ignoring the people who actually, you know, *make* the games they’re supposed to care about.

By no means the worst example, but Nathan’s recent pieces on Michael Pachter were the last straw for me, personally.

Nathan, a writer for EDGE online, could perhaps benefit from the following observations. I’m not a researcher, I’m not a journalist, but I think there’s more than enough circumstantial info here to suggest that Nathan should have been a lot more careful about presenting Michael’s comments in such a positive, accepting, unquestioning, light.

  1. Michael Pachter is not necessarily a “member” of the Games Industry. A cursory examination suggests he’s a financial-analyst, with little or no experience of game design, development, production, publishing, etc
  2. Michael said some grossly offensive things, and industry professionals are – quite rightly – rather upset
  3. Michael appears to have blessed the continued, deliberate, abuse of employees; this is dangerous stuff – he’s potentially aiding and abetting the ruining of people’s lives
  4. He apparently makes a large amount of money because people trust him to advise them on the industry; the reaction to his appalling commentary is in danger of costing him tens or hundreds of thousands of dollars
  5. Any claim from him that he’s been taken “out of context” needs some serious examination; it does NOT deserve to be simply published without critique. Are you a journalist, or an outsourced PR assistant?
  6. Everyone in the games industry is well aware that “unpaid overtime” exists in many other industries
  7. The claim that Pachter “give[s] informed industry advice to investors” needs some substantiation; a quick Google suggests a lot of people would disagree; beyond the financial predictions (which he’s veered away from here), where’s his “informed” advice coming from? There’s even a satire blog about him: “My word is Money, Bitch. Listen Up”
  8. Much of the ire is based on the video itself; many sites chose to re-quote each other simply because that’s faster than doing a manual transcription. That doesn’t mean we were all too lazy to watch the actual video
Categories
amusing

I’m in Urban Dictionary

You know you’ve made it when…

http://www.urbandictionary.com/define.php?term=Adam%20Martin

…although I’m a bit disappointed. I mean, it’s not exactly on the same scale as a Santorum, is it?

(don’t google it. No, really – don’t.)

Categories
bitching community web 2.0

StackOverfow: PLEASE fix your search engine

StackOverflow.com has long had one of the worst search-engines I’ve ever seen. It’s clearly a simple thing hacked together. It generally doesn’t work, and most of the people I know use google isntead, and rely upon Google to collage all the stackoverflow results together.

Occasionally, you have search terms where Google gives you lots of non-programming hits (e.g. “iphone video (something)”. So the above method fails, and you have to use the appalling SO search engine.

Then you get this, because the search engine is so poor that it often ignores search-terms, so you have to creatively re-search and experiment to find the results you need:

ARRGGGH!!!

Categories
games industry iphone

We don’t need no AAA console studios

Over the past couple of years, there’s been much coverage within the games-industry press about the fall and fall of the UK games industry. Nicholas Lovell has done a particularly good job of tracking studio closures. Many of the big companies, and the trade associations, seem to have spent most of their time trying to win tax breaks.

The argument has been: It’s impossible for AAA studios, with hundreds of employees, to stay “competitive” with Montreal, Vancouver, et al – unless the government gives them vast amounts of free profit. If they are not gifted this money, they will shut down, and make people jobless; witness NIcholas’s Job Loss Tracker above for evidence.

But the thing is … I really don’t care.

I really don’t believe we “need” those big studios.

(EDIT: NB: this post was sparked by Andy Wilson of Codemasters stating: “we need to start supporting the industry properly or the whole thing is going to melt into iPhone developers – and there’s only so many 4-man teams who are going to find success”. Of course, Codemasters is a great example of a badly-managed, has-been publisher that chews people up and spits them out)

If they cannot make the same high profit margins that those of us skilled and bold (foolish?) enough to do iOS are making, then they’re just getting in the way, and should sod off.

How many iOS studios were whining about the need for tax breaks?

How many were just being quietly profitable, and focussing on being “more profitable through good solid product and marketing”, rather than begging government to do it for them?

I welcome the demise of bloated, badly managed, unprofitable, second-rate console studios.

I also believe that console studios will return – but they’ll be offshoots of iOS studios, and they will be managed a million times better. Let’s forget the old studios, and their shitty business acumen, their mismanagement, and piss-poor leadership.

Good riddance, I say.

(unless they continue to be healthy – in which case: well done, and what a great asset to the community and industry! I judge them by their success, not by their ability to chew through people and resource as inefficiently as possible; it often seems in the press today as though the latter is the most important criteria :()

Categories
amusing marketing and PR web 2.0

52 card MOO – Part 1: The Challenge

I’ve known MOO for 6 years (back when they were PleasureCards), and I’ve been using them as my primary business / personal cards for most of that time.

Back when they only did the PleasureCard form-factor, it was always fun to find a fellow MOO customer. Shared conversations were easy with strangers, usually over the great reactions we get from non-MOO users.

Ever since they first integrated with flickr, one concept has come up again and again in those conversations:

“What about a custom 52-card deck made using MOO.com?”

Rounded Corners…

MOO just introduced a new option on their cards – Rounded Corners. This is a trivial thing.

…unless, like me, you still want to do that 52-card playing deck. Now much easier!

Also, they recently upgraded their Flash uploader / composer software, and seem to have fixed most of the bugs that plagued the last version I used, back in 2010.

What do we need to make this work?

The Spec

To make a deck of playing cards, we need:

  1. At least 52 unique cards, ideally 54-58 (2-4 jokers, plus 2 blanks in case a card gets damaged)
  2. All cards have an identical back
  3. All cards have a unique front (except for the blanks, which share the same empty image)
  4. ROUNDED CORNERS

Also, to make this more than just a vanity project, it would be great if we could also have:

  1. The “identical back” has some (subtle) text – maybe just the URL of the author/company, plus their twitter handle

MOO’s current features

  1. 52-58 unique cards: FAIL: they do a “maximum” of 50
  2. identical back, full-sized image: SUCCESS (it’s a new option: full-image instead of contact details)
  3. unique front: SUCCESS (this is MOO’s raison d’etre)
  4. ROUNDED CORNERS: SUCCESS
  5. TEXT on the identical back: FAIL: their flash uploader won’t let you (“Computer says No”)

So, I sent an email to MOO support, outlining the above, and making some suggestions about how I could make this work – but asking if there’s an easier way?

My plan (in brief):

  1. Online, it says a “max” of 50 cards. That’s probably not a hard limit – is there a way I could get 60, if e.g. I do a large enough order size? You guys do orders in multiples of 50, 100, 150, 200, 400, 600, 800, 1000. I could do 60 cards (only a slight wastage over the 58), and make my orders in multiples of 600. i.e. 10 complete sets.
  2. There seems no reason to prevent me putting an image and text on the identical back – it’s just that your loader won’t allow it. Any way around this? I could bake the text in, but then it would be a massive pain to change – I would do fewer print runs.

MOO.com Support FAIL

I reached out to MOO, explained how I could achieve this with manual pain, working around the missing features. Also, asking if they had better ideas of how to do it – or if there was a way around the 50-card-limit?

MOO’s response:

Thank you for getting in touch with the MOO Team.

You can have multiple images on one side of the cards in a pack, you can’t specify how many of each but the systems will divide the designs as equally as possible.

The other side must remain exactly the same for every card in the pack.

You can upload a logo to the left right top or bottom of the side of the cards with the text on (contact info etc).

basically, if you were to upload 52 different designs (cards) and 2 jokes, your total uploads to a pack of 100 would be 54. The remaining 46 would be repeats of the first 46 to be uploaded.

I hope the above makes sense.

Some observations:

  1. I’ve bought literally thousands of MOO cards over the years, and I know very well how it works. I didn’t need a re-hash of the facts I’d already included in my original email! I’m surprised he didn’t see from my account how many cards I’ve ordered in the past
  2. He’s simply wrong about the logos; go on the website right now, and you’ll find that you can put a full screen image on both sides of the card.
  3. No real answer about my core request. Is it impossible to do 60 cards instead of 50? Maybe, maybe not. Who knows?

Understandable, but overall I’m disappointed by that response.

I’m doubly disappointed that MOO featured the following on their website, 2 years ago:

http://www.moo.com/blog/2009/07/02/the-story-of-jacks-rounded-cornered-business-cards/

…but apparently isn’t interested in other people doing this for themselves.

What now?

I can still do this, it’s just going to be a LOT harder (I’ll have to do lots of things manually that MOO could automate easily). I’ll document it as I go, it’s a fun challenge. Part 2, coming soon…

Categories
computer games fixing your desktop games design

Fix for Master of Mana Fay/Faerie suicides

Typical. Just as I finally brave the source code to Master of Mana (neé Fall From Heaven; the most popular / succesful mod for Civilization 4), and fix a major bug that’s bothered me for ages … the main server at masterofmana.com goes offline :(.

Anyway, if you’re playing the Fey, and you’re tired of the fact it becomes impossible after a certain point – when you put Faeries onto ships, they self-explode, turning the tile into land (usually Never-Never), here’s the fix. It’s especially bad for True White Faeries – which means “all of your top units” beyond a certain point in the game.

Edit the file:

[C:\ … path to your Civ4 folder]\Beyond the Sword\Mods\Master of Mana\Assets\Python\Wildmana\Civs\CvFaeries.py

Find the following lines (very near the top):

		if pUnit.isHasPromotion(iPromWhite):
			iSnowChance=20
			if pUnit.plot().getOwner()==-1:
				iSnowChance+=-10
			if pUnit.plot().getOwner()==pUnit.getOwner():
				iSnowChance=-100
			if iSnowChance>CyGame().getSorenRandNum(100, "snow fall"):
				pUnit.plot().setTerrainType(iSnow,True,True)
			if pUnit.isHasPromotion(iPromGreen):
				if pUnit.plot().getFeatureType()==-1:
					if CyGame().getSorenRandNum(100, "Faerie plant trees") <= 75:
						pUnit.plot().setFeatureType(iForest, 1)
			if pUnit.isHasPromotion(iPromTrueWhite):
				pUnit.plot().setTerrainType(iNever,True,True)
	
		if pUnit.isHasPromotion(iPromTrueGreen):
			pUnit.plot().setFeatureType(iEternal, 0)
	

and replace them with this: (NB: because Civ4 is scripted in the horrid Python, you're going to have to be careful to get the indentation correct manually; Python is wonderful, except for this one feature - it makes sharing code changes like this much harder than it should be :( IMHO)

		if pUnit.plot().isLand():
			if pUnit.isHasPromotion(iPromWhite):
				iSnowChance=20
				if pUnit.plot().getOwner()==-1:
					iSnowChance+=-10
				if pUnit.plot().getOwner()==pUnit.getOwner():
					iSnowChance=-100
				if iSnowChance>CyGame().getSorenRandNum(100, "snow fall"):
					pUnit.plot().setTerrainType(iSnow,True,True)

			if pUnit.isHasPromotion(iPromGreen):
				if pUnit.plot().getFeatureType()==-1:
					if CyGame().getSorenRandNum(100, "Faerie plant trees") <= 75:
						pUnit.plot().setFeatureType(iForest, 1)

			if pUnit.isHasPromotion(iPromTrueWhite):
				pUnit.plot().setTerrainType(iNever,True,True)
		
			if pUnit.isHasPromotion(iPromTrueGreen):
				pUnit.plot().setFeatureType(iEternal, 0)

Yep - it's really that simple (insert one line, and re-indent the ones below):

"if you're at sea, don't turn the ground your ship is on into land. Because that will destroy the ship, you, and everyone else nearby"

I'm pretty sure it wasn't intended to do that - it would be an ultra-powerful ability to create land - automatically - instantly for the cost of a cheap ship and a level-1 faerie. If you really want to play that way (if you can be bothered), it's easy to create a Giant's Causeway like that in the current build of the game, making land out of the dead bodies of the Fey. But it's a very dull way to play, and it feels more like an innocent oversight...

PS...

If you're not playing Master of Mana, and wondering why anyone would care about a Mod for a game that originally shipped *almost 6 years ago*, then I strongly suggest you buy yourself a copy of Civ4 + Beyond the Sword expansion (usually bundled together for $30 or less), download MoM, and find out what you're missing.

The modded game is IMHO highly illegal - they stole art liberally from many many copyrighted sources - but the bulk of the content is their game-design, and that's fantastic. Many times better than many games released today - and (partly thanks to the lack of legal assets) the authors charge nothing for it.

The saddest / greatest thing about this IMHO is that 2KGames / Take Two did so little with this modding community. Beyond a few token steps (the dev team made the sensible decision to hire some of the leading mod authors, IIRC) they pretty much ignored it. They're making substantial money out of the mod authors - Civ4 should not still be selling as expensively as it does, and I'm sure this mod is the main reason it does - but they could have made a lot more. Look to Valve, and imagine what might have happened with a little more visionary leadership at Firaxis and Take Two...

Categories
games industry marketing and PR

MMORPG marketing: try not to lie to bloggers

ATTENTION: all game marketers: don’t do this…

Hi Adam,

Although we do not know one another, I notice we share many contacts on LinkedIn.com (Karl Blanks, Ben Jesson, Jason Duke, Paul Billinghurst to name but a few I’ve had the pleasure of working with).

Funny; I don’t recognize those names?

I guess if you’re one of those people who just adds every person in the world to your LinkedIn, maybe you’d not have noticed. I don’t do that – I know all my LI contacts personally. I even wrote that on my LinkedIn Profile – all you have to do is read it and you’d see!

I do not have a premium LinkedIn account so could not send you an inMail.

Why not? You work in marketing/PR. How cheap are you?

I hope you don’t mind me contacting you in this way, but I recently stumbled upon your website – http://t-machine.org.

I work for [redacted to spare his shame] and we’re just about to launch a Facebook version of our online MMORPG, [redacted – I’m not going to promote their game].

I’m reaching out to influential bloggers within the gaming space and consider you to be one of the top, most active out there. Our Facebook version of the [redacted – I’m not going to promote their game] is due for release on the 1st September 2011.

If you’re interested in reviewing the game or fancy an inside scoop prior to release, please let me know and I will forward you our press release.

Many thanks,

[redacted to spare his shame]
Online Marketing Manager
[redacted to spare his shame]

Flattery will get you everywhere. Except when you’re trying to trade off someone else’s reputation, where it won’t. The blatant mail-merge aspects of this email immediately turned it into a rejection, headed straight for my Spam folder.

I don’t promote titles until/unless I’ve actually played them, or I know the authors extremely well. He might have done a good job to drop the fake “we share friends” line, and pre-creating an account for me.

Putting the “you can review this if you want to” right at the end really doesn’t sound good; over-worked journos may be more interested in a pre-written article, but voluntary bloggers generally care more about the personal value of what they write. IMHO and IME; YMMV.

Categories
advocacy games industry

I <3 Crunch

Another week, another expose of terrible working conditons in a game-development studio.

I’m fed up.

So … here’s a new site where I’ll post/track each public report of this stuff:

http://ilovecrunch.co.uk

(the name is sarcastic, obviously ;). co.uk because it’s less than half the price of a .com, and I’m cheap :P)

Categories
advocacy games industry recruiting

Team Bondi: apparently, working weekends is “inevitable”

In yet another Team-Bondi-is-great-and-I-<3-the-Crunch letter, Dave Hieronymous manages to come across as a corporate apologist, or simply delusional. Heard of the 5-days-a-week working week? Well ... reading Dave’s open letter … I guess everyone else on the planet is just … a slacker? … not trying hard enough?

“Recognising that working on the weekend was inevitable”

Your project took 7 years.

SEVEN YEARS.

For a project that most industry professionals I’ve spoken to agree could/should have been done in 2-3 years.

And working weekends was “inevitable”?

Bullshit.

“I never (and in my experience, neither did any of the other managers) expected anything from my team that I didn’t expect of myself. The management team at Team Bondi was not ensconced in an Ivory Tower working normal hours while everyone else crunched. Brendan himself worked very long hours and few of us here in the studio are aware of how grueling the DA and motion capture shoot in LA was.”

So … do you believ that if you’re a sado-masochistic idiot who has no personal or social life and hates every living thing on the planet, including yourself … it’s no longer “abuse” if you force other people to live the same way?

I’ve already called Brendan out on this. So, for Dave, let’s recap: for the managers to work extra hours, when they’re sitting on vast amounts of equity and/or typically much larger salary packages (a 2x multiple – or more – is common), is one thing.

For them to tell everyone else – who is being rewarded very little by comparison – is another thing entirely.

Also, Brendan chooses what hours to work. His employees get told. “Agency” is a pretty huge thing in human psychology, and is a big part of that thing we call “Freedom”. You cannot simply ignore it.

Team Bondi: even their staunchest defenders keep damning it. If they offer you a job, I advise you: Run, don’t walk, in the opposite direction.

Categories
advocacy games industry

Team Bondi: A child takes …2? … weeks

This letter to the IGDA, apparently defending Team Bondi’s alleged abuse of their game-developers, seems to me to be damning with faint praise – or just showing that the author is shockingly naive. e.g.:

“I had two kids during the project, Team Bondi offered me each time one extra week off ( on top of the required week )”

According to online resources on AU paternity leave, the legal minimum is “Up to 1 week unpaid taken at time of birth … Employer has right to refuse.”.

OK, so Australia has/had a barbaric paternity leave system (which, incidentally, is being massively overhauled in 2011). But it’s really nothing to be proud of that your employer gave a new father 2 weeks of leave instead of 1. I wouldn’t want a new father back in the office for at least a month – even if we were desperate for staff in those weeks, the guy’s going to be massively sleep-deprived, charged with a whole new set of emotions, etc. Not good for him, not good for his colleagues.

And, really … do you feel it’s OK to take someone’s child away from them for 13 hours at a time, after just one week?

Categories
amusing

1337

More from the world of silly website screenshots – StackOverflow says I’m l33t. I couldn’t have done better if I’d tried (I wonder how hard that would be – deliberately downvoting other people, perhaps, to bring your score down to the right number?)

Categories
funny

“Similar to…”

I’m flattered, Twitter, but … I think that algorithm needs some work:

Categories
entrepreneurship startup advice

A startup success story: “what … wouldn’t make us cry anymore?”

All in the same market/need/desire space:

First product: FAIL.
Second product: FAIL.
Third product: looks set for success

“Our last version was just Tian and I late at 3am practically crying that everything in the food world we were building sucked. So we asked ourselves what could we do well that would be fun and wouldn’t make us cry anymore. And we came up with this. And this version makes us happy.”

Particularly interesting to read how radically different the three *products* were, even though they were fundamentally selling into the same “space”, and there was a lot of crossover in the underlying technology.

This is one of the hardest real, day-to-day (and month-to-month) problems that startups face. Every case is unique, and I’ve seen lots of smart people crumble at that point – or just go round and round in circles till they run out of money, or give up.

Categories
startup advice

Startup Weekend Amsterdam: Advice and insights

From the fascinating APPsterdam experiment / movement (“persuade a load of startups to move to Amsterdam for the Summer, instead of the more expensive California, and create an ad-hoc startup hotbed”) – http://mur.mu.rs/?p=243:

“You might think companies that have gone out of business are no threat to you, but if you’re trying to get funding, they are your biggest threat. The only thing worse than an unproven model is a disproven model. You need to know exactly why they failed, and prove that you are different.”

“When you’re pitching on stage, don’t bother giving a bio. You need that time to show off your products. Plan for failure. That means being ready to present without slides or notes. No live demos. especially ones that rely on WiFi. If this can trip up Steve Jobs, what chance do you have? Make a movie.”

Categories
games industry recruiting

Clint Hocking thinks all young men are rapists

Seems a bit Freudian to me. According to Clint, Viking aggression wasn’t caused by eking out a bitter existence in freezing lands without enough farmland and food – a need to cull the local population, and take food from elsewhere to survive – but instead by the fact that all young men inevitably rape and pillage whenever they can

Normally, I’d leave him to his Hardcore Feminist Club and ignore him – but he’s using this as a metaphor to explain “what’s wrong with the games industry”. I’d say he’s as out of touch with the games industry as he is with history. And his article paints an implicit picture of the industry that’s deeply offputting.

There are small pockets like he describes; in my experience, they’re a minority, and they’re generally USA studios consisting mostly of recent graduates clowning around … or run by adult men who have issues with growing up, and still behave like kids.

But huge swathes of the games industry are nothing like that. I can only speak from personal experience (at a wide variety of companies), but … Clint’s description is the exception rather than the rule. It’s also IMHO more damaging than beneficial: apart from convincing everyone in their right mind not to hang around the 20-something wannabe-rapists that make up the bulk of a studio, he paints a picture of industry-wide mediocrity and workplace horror that would send any rational person running in the opposite direction. It’s not like that. Really.

Categories
entrepreneurship investors startup advice

“seasoned startup investors absolutely hate patents and the entire patent system. They compare it to a cancer in the economy. “

Yes! Yes, yes, YES!

Next time anyone in the UK hears an investor ask about patents (hint: they probably are ex-3i staff – and no, that isn’t a good thing), send them this:

10 Myths about patents

“Myth 3: Nobody would invest in startups that don’t have patents.

Fact: The seasoned startup investors absolutely hate patents and the entire patent system. They compare it to a cancer in the economy. ”

Categories
computer games games design marketing and PR

Papa Sangre devs: are you sure it’s not because…?

“[with Android] We just can’t get complicated applications functioning with any kind of speed (if at all) … it’s not because we’re stupid or don’t know the platform well enough”.

(From this month’s Develop – an article by the the CCO of Somethin’ Else)

Develop is trade-press, for professional game developers (mostly coders, IME). No further explanation was given.

Kind of hard to believe, considering our own experiences on the platform. I asked a few others for their considered opinions. First three reactions:

  • “WTF?”
  • “Bollocks”
  • “Bullocks”

Hmm. I’m intrigued to know what they can code on an iPhone 3GS, but not on the more powerful Android phones from 2010 (let alone the ones from 2011).

Categories
fixing your desktop

Firefox 5: Very fast, but unusable on Mac OS X

Mozilla has “pulled a Microsoft” and put in place a font renderer that makes all text horrible on anything except low-quality monitors. On Windows, you have to “disable hardware acceleration” in the preferences menu (what? you get to choose “slow browser” or “readable fonts”? That sucks).

On OS X … you’re just screwed. Everything is blurry. Some idiot decided to give the world a migraine… The only add-ons I’ve found that let you disable this madness are Windows-only.

I’ll update this post if I find a solution.

UPDATE: using TinkerTool, I’ve been able to globally change some of the OS X fonts, but not the ones that Firefox 5 is using. Still blurry. c.f. Finder, where I can change half the fonts (the time font on the right is Gill Sans, looks great; the font on left is the crappy Apple font that seems unchangeable)

Categories
alternate reality games computer games education

BBC’s “The Code” maths/TV game/ARG: pre-run commentary

The Code is about to start, and Adrian’s on good form here with some concise bashing of ARG-design stereotypes:

“the ‘inverted pyramid’ model of engagement for ARGs and transmedia! But I don’t like it

feels like a post-facto justification of why only a few people get really engaged in most projects by suggesting that what you’re making is just way too awesome/hard for the public, who’ll have to make do with lightweight stuff (yes, like Flash games).”

He’s been banging this drum since PerplexCity, but IMHO there’s been comparitively little success. He’s long been wrestling with ways to make that actually work in practice, as opposed to a believable bit of theory. From the tone of this blog post, I’m pegging this as “one to watch”, and see if there’s a big step forward.

Something else to highlight, too; something *I’ve* been banging on about for a long time:

“The fact is, most people are smarter and more engaged than you might think.”

4 games, 4 *educational* games, on the BBC (who publishes some of the best pre-school games / learning content in the world). Fingers crossed this does something new and novel *and which actually works* :).

Categories
games industry

Tim Langdell infringes trademark on Apple Store: play it now

Cheap, crap, shoddy re-hash of Tim Langdell’s only game (Bobby Bearing) – with *considerably* fewer features and *worse* graphics than the original from 20 years ago:

EDGEBobby2 – http://itunes.apple.com/gb/app/edgebobby2free/id441097268?mt=8

How stupid can you get? You lose a trademark case (re: “EDGE”), the judge repeatedly accuses you of blatant lies in court, the defendant gets awarded the trademark … and then you launch a game where you’ve inserted the trademark pointlessly in the title.

What do people think of the game? Well … what do you expect:

Along with a screengrab someone got of the initial reviews: