Categories
advocacy games industry recruiting startup advice

Rockstar’s LA Noire, McNamara, Team Bondi, Crunch, and Advocacy

Background

A month ago, PC Gamer reported that “The idea that crunch wasn’t all that productive was raised, but there was enough experience in the room to shoot it down. “. I found that unacceptable, both as a concept, and as something for the media to report without challenging it.

Last week, it became public that LA Noire was built on the living corpses of hundreds of developers, approx 100 of whom have been stripped of their hard-earned professional Credits (take with a pinch of salt – but the allegations are compelling).

The guy in charge – right at the top, where the buck stops – went on record to document some of his abusive behaviour, and to argue that his behaviour was perfectly acceptable. He implied that anyone who refused to be abused by him was … unprofessional or naive.

(aside: never, ever, EVER work for Brendan McNamara. Read the IGN article to see why. If you wonder: “but maybe this is ‘normal’ for the games industry?”, here’s the answer: No, it absolutely is NOT normal, it is NOT acceptable, and I believe many professionals would agree it has reduced the quality of the game that was produced. LA Noire could have been a better, more profitable game)

IGDA – a 10,000-member organization for game developers – refused to censure this behaviour. Despite having an entire (mostly useless) committee devoted to “Quality of Life”.

(UPDATE: IGDA’s now responded properly: “Brian Robbins, chair of the IGDA Board of Directors, said the association would fully investigate the issue. … ‘reports of 12-hour a day, lengthy crunch time, if true, are absolutely unacceptable and harmful to the individuals involved, the final product, and the industry as a whole,’ Robbins told Develop.”. Yay!)

Erin Hoffman – famously EA_Spouse, who campaigned hard for fair treatment of employees back when her husband was a victim – could only say (according to the IGN article):

“Ultimately, all the developers can do is work their hardest to get hired at better companies. It is every developer’s responsibility to know their rights, and be willing to fight for them,”

i.e. there’s no help for you. Executives, Management, Industry Organizations – have zero responsibility. It’s the problem – and the fault? – of the lowest people on the foodchain.

(“basically, … you’re fucked”).

The biggest issue in the professional games industry today

A conversation I had recently, someone posed the reasonable-sounding idea:

“[you can] provide advocacy on the benefits of eliminating crunch, or information about the crunch and overtime pay policies of various companies, historical crunch duration on past projects, etc.

But at the end of the day it’s up to everyone to make their own individual, informed decisions about how they want to conduct their professional lives.

My response, which I feel is too important to keep private (bear in mind I’m quoting myself slightly out of context here)

Society is based on contract: we sacrifice some things, and we take on extra responsibilities, in return for the benefits and the assurances.

One of those responsibilities is to look after each other. This has nothing to do with “personal choice”. It’s to do with dragging everyone up to a high standard of living. Without it, society functions poorly, and ultimately fails. Once society fails, people who had a high standard of living suddenly lose everything: you can never sleep safe at night. Nothing you own is yours. Everything can be taken from you, and there is *no* comeback.

The “payment” part of the social contract isn’t optional. It’s a binary thing, you have to take the whole package, or none at all.

What is the IGDA doing about this? What is Erin doing? What are you doing?

There was another part of my answer, relating to the idea that people were disseminating knowledge, and that was enough:

Yeah.

[but…] They could also grow a pair and say: “crunch fucking sucks. The only people who don’t know this are the ones at the top of the food chain exploiting everyone else. *OF COURSE* it doesn’t suck when you’re not the person doing it.”

They could say: “if you’ve never crunched, and you’re about to join a company that does crunch, DON’T DO IT. Find somewhere else unless you really have no choice.”

They could say: “here’s a list of companies that have publically admitted (or been outed) as using crunch regularly (or even permanently), or as a project-management tool.”

See how fast companies change in the face of that.

But it doesn’t work, fighting the employers. They won’t change

Yes, it does work. You just need a big enough lever.

[UPDATE: there’s a lot more details now on GI.biz’s bad website that requires login – use the email “fuckgi@mailinator.com” and password “fuckgi” if you want to read it. See what effect this has. Personally, I’ve now also added Vicky Lord to my list of “never work with this person ever”]

(an aside: is 10,000 members enough? Well, allegedly it was enough to scare one of the abusive employers – Mike Capps – into joining the IGDA board just to stop it from fighting for reforms that would have coerced him to change. There’s some reading between the lines there, but most of it comes from his own public statements)

Personally, I was treated extremely badly by one company (Codemasters). Weeks after hiring me, they fired me. They did it illegally, so it’s hard to be sure, but it seems I was intended as an object lesson to bully a large AAA team into bowing into submission. Perhaps: “we can fire him for no reason, we can fire the rest of you. STFU and work harder, SCUM!”.

Within weeks, something like 20 people had resigned from the team.

Within months, I was getting cold calls from people who’d told me they’d been offered good jobs at this company, but had turned them down *purely because of* hearing about what was done to me. I’d never heard of, spoken to, or met these people.

Within a few years, I was hearing stories of how the company had changed – had been forced to change – its practices.

In a way, all I did was what Erin describes: individuals fighting for themselves.

In practice, I had to lose my job to achieve it. As an individual developer, I was fucked. This is what’s wrong with Erin’s view of the world: it is NOT ENOUGH to tell everyone to sort their own problems, unaided. It’s our collective – and individual – responsibility to help each other.

Categories
amusing

Passenger (Ruby) – oh, the irony

When Passenger crashes, you get this wonderfully ironic error page:

(click for full-size image)

(this is what you currently get when you try to access the web-interface for BeanstalkApp.com – the git / SVN hosting company)

(have a look at the logo in top-left ;))

Categories
Uncategorized

SmartGit review: don’t use it.

Just don’t use it, whatever you do.

It’s hopelessly buggy, it is the worst possible git client you could use.

And … for the third time, it just corrupted a git repository. This time I know it wasn’t user-error, it was just SmartGit.

Totally unforgivable.

Categories
entrepreneurship games industry investors startup advice

Notes of interest from NESTA games-funding event

This (“NESTA: Investing in Video Games”) was last month, but I’ve been too busy to write it up till now.

The most interesting things that I noticed at the event:

  • Index is interested in spending SEED money on games companies [Ben Holmes]
  • Index can now “write cheques” up to $1m in the UK “in 1.5 weeks”; typically they’re writing them for $200k-$500k – they’ve done 20 of those in past 18 months [Ben Holmes]
  • Tony Pearce won-over Turner as an investor by saying he’d be bringing them detailed analytics on the social gaming industry [Tony Pearce]
  • None of the panel mentioned VentureHacks, even when it was the obvious answer to some of the questions from the audience. I had to grab the microphone and do it myself.

I felt a bit mean, hijacking their Q&A session. But, really … startups *need to know* about VH. It’s wrong for investment/government events to ignore it, or pretend it doesn’t exist; in the long run, everyone benefits from the existence and spread of VentureHacks.

Categories
entity systems MMOG development

Using an Entity System with jMonkeyEngine (mythruna)

If you’re interested in using an ES on indie projects, and you’re craving concrete examples, you might want to look at the comments (page 1 and page 2) on Mythruna:

“Since this is a developers forum, I’ll describe a little bit about what went on behind the scenes.

During the early development for this phase, I read about an architectural pattern called an entity system.

I had (pre Entity Systems) a plan for how I was going to store the placement of objects in the world but this past weekend when I actually got to implementing it, I couldn’t make that original plan work and came to the point where I needed to solve the general problem of world state storage. This is the kind of thing that Entity Systems make relatively straight forward… and by Saturday, Mythruna had an embedded SQL database that autogenerates tables based on the components stored. (HyperSQLdb for the win.)

So at some point I swapped out the in-memory version of the entity system with the SQL version… and suddenly objects were persistent. It was so easy I had to double check a few different ways that it was actually working. :)”

…but of course, also: use the Entity Systems wiki – put your questions there, put your ideas there, and (most of all) if you have an ES project or ES source code you want to share, please add it to the wiki!

Categories
fixing your desktop

Firefox4: Still doesn’t work on OS X

Even with version 4, the epic 5-year-old bug that makes Firefox unusable on Mac with any page that uses fancy forms like TinyMCE (these days: an awful lot of them) is still unfixed:

“We’re going to have to back out the core fix to this bug because of bug 620906.”

Sob. And, of course, the main workaround that everyone used to use doesn’t work any more either, since the author of keyconfig stopped updating it – and, as far as I can tell, Firefox still doesn’t let you remove this stupid, broken keybinding manually.

EDIT: yes, I’m annoyed – I just lost a load of data because of this bug *again*.

Categories
fixing your desktop

Apple’s iPad “Notes” app deleted all your documents?

If that’s what you *think* just happened, then check this:

  1. Settings App
  2. ..Mail, Calendar, etc
  3. ….your Gmail account
  4. ……the “Notes” slider; is is set to “off”?

If so, flip it to ON, find a working wifi / 3G signal, and your documents will miraculously re-appear.

For most people, there is no way they want Gmail ripping all their private documents off the iPad – but this is apprently how Apple stupidly coded the Notes app.

You don’t get a choice; if that slider is “ON”, all your private stuff is deleted locally and saved to Gmail. There’s no warning, no user-interface to tell you it’s doing this – everything is silent. There’s also – so far as I can tell – no way to “reclaim” your documents and get them put back on the iPad, where they belong. Where Apple pretended they were in the first place.

If you ever accidentally hit that switch, all your documents just vanish.

What happens if you have no network connectivity, or lose 3G signal? Again, it seems you lose your documents.

Moral of the story: never, ever trust software written by a hardware company that refuses software engineering standard practices.

Categories
computer games games design

Telling stories with Minecraft and GitHub

Minecraft is great. But it has one major problem: the narrative of each world is destroyed as it is created. Unless you work hard to do otherwise, the history of your relationship with the world is lost very rapidly. There’s no strata, no wearing, no signs of your involvement – just a too-clean result.

I found myself often deliberately “preserving” key moments in my worlds, such as:

  1. never alter the place I spent the very first night, except enough to allow a tunnel out into whatever larger base/home I turned it into
  2. as much as possible, build structures WITH the landscape instead of AGAINST it; the contours of my buildings, roads, railways are very little altered from the land that they’re build on / in / around / underneath / through
  3. mine and house entrances made as subtle as possible; e.g. all-glass exits from the water that are almost invisible from a distance, but glow slightly blue at night

So, here’s an experiment: a playthrough of Minecraft, but doing frequent git-checkins (approx once a day/night) to this github project.

I don’t even know if it’ll work; in theory it should – I’m versioning the Save directory for a single world – but I haven’t tried importing it to a new PC / install of Minecraft yet.

Feel free to try it – checkout the first checkin, see if you can load the world (NB: the save-directory is named “versioned” on my copy of Minecraft; you might need to name the containing folder the same).

Then try using git to advance through the different checkins, and see if you can view the world as I explore and modify it…

Categories
marketing and PR

100 examples of corporate Facebook sites

The focus is on facebook pages that drive commerce – which I assume means: revenue – somehow. A handy list for anyone looking for corporate FB examples:

http://econsultancy.com/uk/blog/7540-101-f-commerce-examples

That link is tenuous in many cases (how does “running a competition” drive revenue?), but no more so than a lot of modern marketing campaigns.

Categories
project management

Beta: Scrum software for Mac and iPhone and iPad

I’ve been working on a new Scrum client for ScrumManagers, Scrum Teams, and Product Owners.

We’re ready for Alpha testing now – it’s simple, fast, and a bit ugly … but we’re using it for very simple projects already.

If your team uses Scrum, and you’d be interested in trying this, please send us a quick email via the application form here (at minimum, need your email address and some info about the projects you’d be trying this on and how soon):

Alpha application form for ScrumBurner

Categories
amusing security

Scamming under the name “Liverpool Embassy”?

UPDATE: I’ve had a followup email from them that suggests it’s legit, and we were just mis-targetted (I’d guess they’re using a call-list they got from somewhere that’s not great on its filtering).

Strange email exchange this morning:

Subject: contact [sic – no capitalization, no sentence]

Could you kindly supply me with your Business address and telephone number for the purpose of our database please?

Kind Regards,

Elisa

Elisa Sullivan
Liverpool Embassy
2nd Floor
New Broad Street House
35 New Broad Street
London
EC2M 1NH

What? Why? Who are you? Why do you want our phone number?

And, most bizarrely, why are you asking for info that’s – by law – published for free on the Companies House website?

I smell something fishy(ing attempt)…

I sent a couple of followup emails: “what database?”, we’ve never heard of you, what’s this for?, etc.

Responses were all dodging the question, and then she gave up with:

Ok thanks for your help Adam , sorry for any inconvenience caused.
Elisa

So, yeah. Probably a scam. If you get an emails from “liverpoolvision.co.uk”, I suggest you trash them.

(and if they’re a bona fide outfit, then … wow. They really don’t use email much, do they?)

Categories
computer games games publishing marketing and PR

Indie games: how to reduce your sales, #53

There were a few games that came up in the 10 games you should have played session at GameCamp which I’d never heard of / played. One of these was SpaceChem – sounded interesting (the 5-second description was something like “great game which teaches you how to do real Chemistry”).

Someone else mentioned this game to me today, in passing, which reminded me to go check it out. I went to the website, looks vaguely interesting (although the site design is very ugly – normally a big FAIL in web-marketing – I’m happy to ignore that since I’m after a *game* here).

The only info I’m allowed to see about the game – no screenshots etc – is an embedded Flash video that’s taking ages to download, so long in fact that I gave up.

So I try to get the demo instead.

“requires mono”

Oh, FFS. Forget it. No, I’m not going to download 500MB (or however much it is these days) and endure extra debugging, manual configuration, etc just to install your game.

If this is a commercial operation (and it is, judging by their huge “buy now for $15” text), then it’s a waste of time to release a Mac version that’s any more complicated than “drag one icon to install”.

The Apple Mac Store is *live*, people! It’s even less hassle to buy things there (the “drag icon” bit is done for you automatically).

More generally, if you’re going to release games, don’t tie yourself to a 3rd-party platform that requires a large download and isn’t pre-installed by default on desktops.

Categories
computer games design games design

Richard Bartle: 10 Games you Should Have Played

Normally, I don’t allow “guest posts”, but I’m making an exception for my “10 Games You Should Have Played” series. I’ve been asking other games-industry people to write up their own lists + explanations, and that’s not always compatible with their personal/work/etc blog. When that happens, I’m happy to post them here instead.

So, here’s Richard Bartle‘s take (“co-creator of MUD1 (the first MUD) and the author of the seminal Designing Virtual Worlds” – but if you read this blog, you should already know who he is ;).

I think it’s a great list. I asked him to define in his own way what he meant by “should” (why are we saying “should”? who’s the audience? etc) and to run with it, which he did …

Come up with your own rules for a top-10, define it clearly, and share your list.

“OK, well modulo all the usual complaints about lists of 10, here we go.

I don’t have any rules per se, but I am sort of assuming that this is for people who play games or design games or want to know more about games.

Also, I’m going to go with categories rather than individual games (except in the last case). This is because it’s not the games themselves that are necessarily important so much as what you get from playing them. I will, however, give an example of a game in each category that I myself have tried.

1) A game you have bought but haven’t played yet.

You should always have a game ready to play. I don’t care what it is, but unless there is one you’re never going to expand your gaming horizons.

For me, right now that game is “Victoria II”, which I’ve installed and read the manual for but haven’t actually started to play. The reason I haven’t started it is because I bought “Mount & Blade: with Fire and Sword” and snuck that in front of it in the queue. Once I do start it, I’ll be looking for another game to play when it’s completed – hopefully not another damned sequel…

2) An abstract game.

Games can be many things, but unless they have gameplay they’re not games. An abstract game only has gameplay. To understand games, whether to design, play, or study them, you need to understand gameplay; an abstract game shows you the game mechanics with everything else stripped away.

You need to play one. You may, if you’re keen, try think of a skin for it, but that’s not essential.

In my case, I guess the game would be “Chess”. I captained my primary school Chess Club, but my interest in the game waned when I realised that the openings were always the same and that people who were less good at the fun, thinking part could win by doing the boring, memorise-the-openings part. That came straight from an appraisal of the clear-for-all-to-see mechanics.

That said, I’d also like to give a shout-out to the altogether more obscure “Besikovitch’s Game”. Now that’s a mechanic with potential…

3) A tabletop role-playing game.

Everyone thinks they know why they want to play games, but they also need to know why everyone else plays games. They’re not going to get that unless they understand what it means to be part of the game. In a tabletop role-playing game, with the other players right there next to you, there’s no escape: you have to participate, you have to involve yourself, you have to become part of the game, part of the narrative. In short, you have to live the game. Unless you’ve lived a game, how can you ever hope to understand what’s gamingly possible?

For me, the hours I spent playing “D&D” with my friends in my late teens were some of the best gaming experiences I ever hard. I wish I’d been able to get a “Call of Cthulhu” group going, mind you, but it came out too late for me.

4) A spectator sport.

If a game is good enough that people will pay to watch it played, you need to understand what it’s like to play it. This gives you an insight into the theatrical aspects of games that you wouldn’t easily get from merely observing the performance. You don’t actually have to be any good at the game, and the game itself doesn’t have to be all that good either (in my case, “Snooker” fits both those categories); the important thing is to understand what gives a game presence. I don’t care whether it’s high
skill, clever strategy, viscerality, physicality – if you don’t play it, you won’t appreciate it.

In my own case, I played “Association Football” (yeah, soccer) at school (attacking midfielder if you must know); I was good, but we were never taught any skills or anything and most games descended into kicking matches. I nevertheless found out what made it “the beautiful game”, though.

5) A game in which you can lose actual money.

There is a dark side to games, and gambling gives people a chance to sense it. Personally, I don’t like playing games for money at all; however, a lot of people love it. Everyone has their limits, though.

For some, gambling games are at their best when the amounts involved actually hurt if you lose them; for others, it’s the amounts that can be won that make the difference. The point of playing a gambling game from the perspective of this list is to gain an appreciation of the morality of games. When something stops being “just a game” and starts to take over the player’s life, that’s potentially a bad thing. Unless
you’ve seen it (or something close to it), you’re never going to understand that fully. Gambling games let you do that. Warning: you run a big risk with this if it turns out you’re the one who gets hooked…

For me, I used to play “Poker” with my friends over lunch when I was 17 or 18. We played for Tic-Tac mints. This was before “Texas Hold ‘Em” got big, so we’d play mainly “Draw Poker”, “5-Card Stud”, “7-Card Stud” or, occasionally, “Montana Red Dog”. We stopped playing when one of my friends, who consistently lost, had to borrow money to buy more Tic-Tacs; I decided things had gone far enough, and called
the lunchtime sessions off. From that point on, no way would I design a game that deliberately tried to addict someone to it.

6) A game released in the year you were born.

Most games are built on the foundations of games that went before them, and an appreciation of their history means you appreciate the games themselves more. Games have a very long history (indeed, they go back into prehistory), but a modern game is unlikely to quote directly from ancient archetypes. They’re more probably going to quote from games from the generation before them. You therefore need to
play a bunch of old games to see where the advances were made. Unfortunately, “old” is a relative term: what you think is old might, to me, seem fairly new. What’s old enough for both of us is something from the year we were born in (or a year close to that). Play a game from back then and see how things have (or haven’t) changed. Bonus: you’re almost guaranteed to notice the gameplay more than you do in a (what currently looks) slick, modern game.

For me, the old game would be “Diplomacy”, which was released commercially in 1959 (the year before my birth, but that’s near enough). Ah, what a game! It’s trapped in its time, because it needs 7 players and could only really be played by post. Play-by-email is even more of a niche than play-by-mail was, so it’s not a game that is played a lot nowadays. Lovely mechanics, though!

7) A really bad game.

Some games are just BAD. The mechanics are all wrong, they’re unfun, or no fun, or the rules are ambiguous, or they drag on and on, or there’s a dominant strategy, or … well, the list continues. If you play such a game, you can ascertain what it is that’s bad about it; this will enable you to avoid similar games in future and to avoid
making similar mistakes in any games you design yourself (see next point). The more you understand about games, the more you’ll be able to find the games that are right for you.

For me, tempting though it is to nominate “Trivial Pursuit” as the game that laid waste to the British board games industry, I didn’t actually play that. However, my personal pick is one that I’m sure many other people will share, too: “Monopoly”…

8) A game you wrote yourself that no-one else has played.

Game design is actually quite hard to do well. You’re not going to know quite how hard unless you try it yourself. In the attempt, you’ll come to understand more about games and what makes them tick – but only if you actually play the game (if
it needs more than one player, play it against yourself). If you actually are a game designer, this is something you will have done many, many times before, of course; just make sure you keep on doing it.

For me, well, all game designers have a corpus of games in various stages of completion that they have never shared with anyone else, simply because doing the design itself was the fun part.

I’m a bit low on computer games in this list, so I’ll go for one I did called “Mombasa” about the exploration of Africa. It’s not all that good, but the point is that I wouldn’t know that if I hadn’t played it…

9) An MMORPG.

This is because I co-wrote the first virtual world, and therefore the more people who play these, the higher my kudos rises.

I’ll list the last MMO I played through up to the level cap as my example here: “Rift”. I came away not so much impressed by the game itself but by its developer, Trion Worlds, which is more understanding of its players than any other developer I’ve
come across except perhaps CCP.

10) “Mornington Crescent”.

It’s actually called “Finchley Central”, but I’ll go with the version that’s best known. This is a very simple game, the rules of which, in their entirety, are as follows: players take it in turns to name London Underground stations, and the first to say
Mornington Crescent wins. This is a game everyone should play, because it gets to the heart of what a game is: what happens when you freely and knowingly bound your behaviour according to a set of rules in the hope of gaining some benefit that you might not get. You play it for just so long as it’s fun, with people who also play for just so long as it’s fun. It’s the Magic Circle incarnate.

So those are my top 10 games that people should play. If you already played them, my apologies for having wasted your time with this list. If you haven’t played them, I envy you the treasure trove that lies ahead.”