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Me Myself&I

Cobalt is the new diamond

Best battery tech ever made: lithium-ion. Born in the 70s. Barely made any progress in 40 years compared to computers that they power. Cobalt is ideal for cathode.

Biggest Cobalt producer? Congo, with 60% of the world’s production. Demand for cobalt is exploding with electric cars and phones and laptops supposed to last a full day.

You have to read this article to understand the insanity. We are, as usual, fucking black people over. An entire, huge ass African country is being destroyed in every way for that lithium-ion tech.

All tech companies are full of shit and hiding behind weak laws and questionable suppliers who in turn don’t care and make kids dig rocks to extract the precious metal. Tech companies know that if cobalt was actually extracted ethically –no children, decent pay, Congolese companies and not Asian holdings- it would probably cost ten times more which would make our battery-hungry electronics unaffordable for 99% of us.

It’s unreal: we have a country with its people crawling under the earth in their own houses to find some precious mineral to sell. And before that, Europe fucked Congo over for about 150 years. Belgium did unimaginable awful things there for over 50 years.

And now that this country has the luck to have something to offer to the world and capitalize on it? We fuck them over as hard as possible as if they didn’t have had enough. Battery technology is ultra hard to make better, if in four decades we barely made any progress, it’s not going to happen. Which is why cobalt will still be extracted, Congo will get fucked more and tons of people will die for that. I’m so disgusted to be honest.

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Audio&Games

Series that could have been

In my long quest for sustainable business in the game industry and comparison with Japan, Nintendo and Mario Kart I’ve been thinking of series in the West that could have become huge. But didn’t.

NBA Jam

An oral story at Sports Illustrated just came out. NBA Jam was the jam, obviously. The game was released in 1993 right when basketball was exploding internationally. But also the game was its own thing and not just a basketball computer game. It was way better than any other game in its category and there was no way that we wouldn’t see an awesome sequel and more.

Why it didn’t happen

Licensing. Midway the developer lost the rights to the name and the NBA was probably looking to get more money. I would love to see a new version with something the NBA 2K17 engine. BoomShakalaka indeed.

MDK

There was one mechanic that was just awesome: a sniper mode where you could zoom up to 100x. That and plenty of other cool stuff but this one in particular was dope and never really has been used in anything ever since. The game had flaws, some things were kind of corny but it run so flawlessly. MDK2 did a good job too but never really expanded on that one mechanic that was awesome. I wanted a MDK game were you would have to hide all the time because you’re kind of vulnerable and weak but you would have that crazy sniper/camera thing to observe and choose a path… Imagine that with titans. Yeah man.

Why it didn’t happen

Well it did for the 2nd but that was it. Greed was the reason the game didn’t expand. Interplay pushed really hard to have MDK2 asap. The dev team burned out and separated.

Re-Volt

Small racing game that was abandoned very quickly even though that RC car gameplay was really fun.

Why it didn’t happen

Platform madness (PC/DC/PS1/N64) and not lucrative enough I guess?

Tony Hawk’s Pro Skater

Well, there is a series. But after the third one, it simply lost its soul. Story mode, walking around, customization all that was superfluous. THPS was like NBA Jam, perfect from the start. It needed to be about level design, not quests. It needed to be about real locations, it needed to be about flow and the coolness of finding new spots, not about questionable challenges and other artificial gameplay. I played with my own music from the beginning. I played an absurd amount of the DS one, watching TV on the side.

Why it didn’t happen

Too much, too fast. Throwing ideas at it and brute forcing things without trying to build a true legacy. It was about riding the skateboarding wave as much as possible. Skateboarding is kind of for life though and now the series is ruined. Tony probably doesn’t want to have his name used for that stuff anymore. I’m still hoping on a version that uses our beloved 3D maps that we have everywhere from our phones to our browsers so that I can make absurd tricks in cities, forever.

Crimson Skies

This one is a favorite to me. Jordan Weisman describes it as “pilots meet pirates” in an alternative 1930s US. First off, that’s the kind of back story that I really enjoy because it’s the perfect mix of novelty and familiarity. Second, the game was a lot of fun. We don’t have enough fun games about flying, disappearing in clouds, dogfighting and recognizing new territories.

Why it didn’t happen

A little bit like Re-Volt, it was a time when things were absolutely crazy and tech was jumping leaps and bounds every 6 months. The game sold OK apparently, people loved it but I guess that wasn’t enough to convince the guys in suits to order a new chapter or go for at least a trilogy. I think it would do very well today.

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Me Myself&I

4 days (follow up)

I was reading that article yesterday. Comments on Hacker News are pretty good too. I’ve written about all that already but missing the mighty pocket computer for a few days made me realize a few things.

It’s clear that the internet being consumed mostly on small devices by generations who mostly grew up on videos, is killing text. Articles. Long form thinking is disappearing, it’s all about emotions. Even long articles these days tend to try to get to you with emotional content more than inspiring thoughts.

It really is all about attention and nothing else.

Second, phones as platforms do not care about legacy. If you were using an app for something, for years, and you have to reset, update or change your phone or whatever, that app might be gone. Fine, you get another one because there are plenty. But a UX/UI that was almost like the back of your hands doesn’t exist anymore. I’m not used to that at all.

I’m used to a world of computers where I can run anything, from any time in the past. I can right now in 2017 run a 1986 game from France on my 2012 Windows laptop in California, with minor to no friction at all. I take that for granted. But we can’t do that with phones and networks like Twitter and FB. They totally own us and yes we all know that but it’s different when it actually hits you in the face. Bye, app that I was using every day. Bye, memories. And the thing is, if we could host millions of apps in 2003 on the internet and have people use them as they want, we can do that now even more. We’re just not allowed to anymore.

The combo of not having control over my devices and apps+everything being about virality and immediacy… Where does it lead?

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Me Myself&I

4 days

Someone stole my phone last week and I could have had everything back the next day but decided to take some time off too. After all, four days is ridiculously short.

I’m sort of back. This sudden lack of smartphone made me realize things like, I’m still processing it.

First, you feel naked. Then you feel the need to check what’s going on, you feel lost not knowing what hundreds of people are talking about. Then you feel lost that you can’t but you know it’s better this way, so you’re conflicted. And the internet and its myriad of distractions is still here.

But then I wrote a 900 words article and read and watched things without micro-smartphone interruptions for the first time in years, seven years to be exact. It feels great! It feels like something is back to a human level. But I can’t help: I check quickly what’s going on Twitter on my laptop and it’s just overwhelming how we’re all just having uninteresting things to say and it’s not because of people so much as it’s because of the platform, the 140 limit.

My train of thoughts was back to a longer size, a  normal size. 2006 size.

I’m starting to realize how much the infinite feed, the impossibility to mark things as read, our necks looking down and cutting blood stream to the brain, short amount of texts with colorful pictures are killing our cognitive process, killing our capacity to overcome emotional thoughts. We become attention-seeking babies without even realizing it.

But also food tastes better and I digest better by looking/talking to someone, looking up or simply closing my eyes. Nothing new! But it’s scary to realize it. Even scarier to imagine generations not able to do that at all.

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Audio&Games

Mario Kart analysis and Nintendo’s process

I was watching all races on YouTube from MK7 (3DS) and MK8 (WiiU), after playing the original one last week, which was probably the first time in a good 10 years. I also played a ton of MK on DS.

MKSNES

It’s amazing how precise and “dumb” development is with this game. Here are some notes:

– The first MK came out of nowhere. I remember reading about it and thinking “why not? but that’s kind of weird”. Then we played it and loved it. Then we played it drunk and loved it even more. What a party game. The concept was good and the game was great. the dev team probably knew by then that they had an amazing thing going on.

– MK 64 blew us away. We went from a 2D game with 2 players to a 3D game with 4 players you guys have no clue. Unbelievably clever and exciting course design. I was scared that they would botch the transition to 3D (tons of games didn’t do well in this regard) but they didn’t because they did it in the most 2D way possible, by that I mean the gameplay didn’t try to do 3D things, it was still the same gameplay, just a ton more fun (unlimited mushrooms were giving laughs like I still laugh about that). And pretty. And fluid. And four players.

In retrospect that transition was one of the smoothest I have ever seen with any game series. Then trouble –aka pressure- begins.

– MK DD! the GameCube version was a bit perplexing. The karts looked lame as hell, the all “let’s swap characters on the kart” was distracting and useless, the music tracks were OK but not as memorable as the previous ones… As usual the course design was great bringing enough novelty, challenges and adorable sights to satisfy our brains.

Could it be the end of a good run? Nintendo was stressed out with the GC sales. But they bounced back.

– MK Wii was ditching the absurd kart look and silly character swap and introduced bikes. It really shows how good Nintendo is at cutting things that don’t work and go back to basics. The course design is as usual fantastic and introduces some platform gameplay and a lot more air in the jumps, although there are some pretty dull tracks. The music is still not as memorable as the original MK and the 64 one, but the Wii being a huge success, MK Wii was  also selling like hot cakes. They also added a big warning sound when a shell is coming too close, a little too stressful.

– MK DS. I couldn’t wait for that one. It was great! Awesome course design –that pinball stage is one of the greatest ever-, great looks… But then the music was… Really not good at all. Not fitting. the little jingle before the start of a race was dull, not dramatic enough. I played the heck out of that one but I was really disappointed in this sound.

Well not for long. Nintendo heard me think.

– MK 3DS aka MK7 and MK8 on WiiU fixed everything about audio. Harder beats and drums when needed including hard house, gabber and drum and bass? Yup. Immediately more punchy, regardless of the melodic motive. More dramatic orchestration and more diversity in the genres? Absolutely. It was due. Doppler effect? You got it, sounds neat and informative. Interactive music? Sure! Cute and making sense with the music-themed race. Annoying warning? Gone. Filtered music underwater? The last lap? Let’s make it faster AND move a major third up etc. I’m showing you the audio but it’s everywhere: Nintendo does polish like a brutal machine and made those 3DS/WiiU versions feel better compared to the Wii/DS because of micro adjustments and added features, all across the board. WorkWorkWorkWorkWork.

MKWIIU

Other thoughts:

– The entire series from all points of view –audio, level design, item mechanics, graphic style and so forth- was basically made within the first three games (SNES/N64/GC). Everything else after is tweaking, dialing in up and down (see the UI for that), making copies of what works, reusing and other tweaks. MK8 textures and lighting were a bit too realistic? Turn it off and go back to that cartoon feel in MK8 for the Switch. Great, spiral-ish roads going up feel awesome? Let’s make it one of the hallmark of Mario Kart’s flow.

– I wouldn’t be surprised if Mario Kart is just one single engine since home and handheld versions are more and more likely to be the same since the DS/Wii generation over a decade ago.

1992-2003: 4 versions. 2005-2017: 8 versions. Nintendo is churning out almost a perfect twice as many MK games in the second decade after its creation. Is it sustainable? I don’t think it is. We can see it now with the Switch version, which is just a refurbished WiiU version. Syncing MK games and new hardware is not really possible anymore at that rate.

Nevertheless that’s what I’m talking about when I want studios to copy Nintendo’s method. The relentless tweaking that probably comes from different people in the team and not just from “the boss”. The team grew up through time and tech progress but a lot of people have been on this series for a long time, they know it like the back of their hands.

I feel like a lot of series in western games could have profited from teams polishing to make things more coherent and attractive. Instead usually, we do one to three good to OK versions and then it goes down: the team isn’t the same, some people want to change the entire direction etc. It happens all the time.

Mario Kart is silly. 25 years after its creation it’s still making tons of people, kids and adults happy and that’s remarkable.

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Audio&Games

The strange world of creative business called games

It’s frustrating. I read this article last week and had a small discussion about it on FB. Robert Yang has a interesting take on it too.

First off, if we are talking about sustaining making games as a business, don’t come in the conversation to say that you can always make games for free. That’s irrelevant. We all know that we can make things for free, thank you.

For people who want to work and make a living in this business, the answer is: be at the right time, the right place. Have money. Three things that you basically can’t choose (you can bend them a bit).

People like to point out that this is how it is and will get worse.

It doesn’t have to be like that. We have some leverage.

It didn’t used to be like that. Early 2000s we had plenty of studios doing OK around the world, tons that you might have never heard of. It doesn’t matter, they were sustaining themselves, making games. I want that back and not just because finding work is very challenging and that my game audio skills are not really transferable but because I see young developers to whom we say “learn everything on your own, work 3 part time jobs and of course you failed miserably we told you so lol”. I mean, what the hell is this? That’s not something I want. I started at a mid-sized studio where I learned a billion things, learned to love game development to death and it made me care about it. That was fantastic. It wasn’t luck, it was just work. I really wish we would stop making game development something special, it isn’t. it’s another creative business, that’s all. And that’s fine.

What’s special is how hard it is. As I was answering Robert on Twitter game development is too intense, demanding and costly –for most people- to be something you do for free or on the side. It’s easy to rehearse a few songs after your day job or clean up your movie script in the morning. It’s another thing to fucking build a game when your engine requires a 5.4 gig update and you need to talk to your sound designer on skype and there’s this big ass bug in one feature and your software license is about to expire… People compare the complexity of making a game to launching a rocket, it’s not a joke. Game development’s overhead –even if it got better- is really brutal.

GameRocketDev 
You might believe Elon more than me.

But also let’s be honest, we’re full of shit. We revere Nintendo games and their polish, do you believe Mario 64’s camera would have been that good if the team had been fighting over contracts to get paid in time to cover their rent? Everything we love from Japanese game development is the product of well established businesses running for decades but we’re fine with the ultra liberalism that is killing all of us in the West? Why are we OK with that, especially when it’s clearly unsustainable? I want us not to revere Japanese studios, I want us to copy their methods: bottom-up design, long lasting teams etc. Why are we so dismissive of rookies and veterans? Why don’t we have a healthy fleet of medium studios where we would make contract work for brands or other IPs, share more knowledge and ultimately make even better games? Very successful mobile and web game companies do that, why don’t we do it with other games? Why do we have to be kind of elite about difficulty in games? Why do we have to be so dismissive of accessibility? Why do we want to create completely different games when they’re so dangerous to make? Why do we aim at niches so much?

The point is not to dismiss what’s going on for some developers. The point is, we could have mitigated or avoided some situations. We can do better and we should.

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Audio&Games

True

There are too many indie games that seem to cater for an older audience but demand the persistence of young gamers. -RPS comment

This nails a big issue I have with games today, indie or not. They’re either brutally hard or unfair or really trying to make you sweat, or they’re a walk in a park with not much challenge.

It’s a design decision. For some reasons, a lot of game developers find that making a game accessible and “at the right temperature” for people is a flaw or a weak stance. That explains why open world games are popular because people can do and play as they want from chilling on the digital beach to cranking up the challenges to the max.

Allow me to enjoy your mechanics without stressing me out y’all.

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Me Myself&I

I miss the ol Email

Email was so cool. We have the best email clients now but omg do we get spammed. And the spam is getting better while filters are getting worse, real emails stuck in the junk folder is expected now. And these days some spam looks ridiculously real, it’s easy to make a mistake in the morning and click a link from one of those.

Email was more central to communication, everything was happening there. Some notifications from time to time but mostly discussions. I loved that I had everything in one place. Short inquiries or long forms it didn’t matter but also we didn’t have access to it most of the day unless we were staying in front of a pretty big computer, which was a good way to curb addiction.

Damn.

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Me Myself&I

Suburbs

Culver City
Main streets with businesses, side streets with homes. Copy/paste forever.

I just love the suburbs. I always did.

First I grew up in a small village. Which is great Quality of Life but you understand pretty quickly that it’s too small: you know everyone and everyone knows your every move. For decades to come. It’s kind of wrong at some point.

The city. I spent a lot of time in Paris, roaming sidewalks with my grandparents, skateboarding later. I’ve never loved it. I don’t think it’s neat to live in towers and move under the earth all day, all year long. We despise cockroaches but we live exactly like them and like to pretend that it’s the ultimate thing. Great (unaffordable or run-down) buildings, nice (always late and ultra-packed) trains and complete anonymity filled with neighbors going crazy in their small boxes.

I’m not for it.

The suburbs. A mix of neighborhoods and industries on a horizontal plane. That’s the favorite part of my childhood and of my life today: biking around, discovering a part of the city that is half taken over by Nature, half an ancient factory. Skating a brand new plaza. Driving a few miles to go to a friend’s backyard and BBQ all evening. Easy parking. Walking and saying hi. Being in the open, no wind tunnel created by high verticals. The suburbs doesn’t care about what it is. It just is. It mutates and yet stays the same. it’s the trifecta of shelter, work and nature. It’s simple, real and human.

In a world where telecommuting, driverless cars and communities are becoming so prominent, suburbs will expand. I mean they should.

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Audio&Games

I feel determined too

Reinventing a major publisher’s keystone release [Sonic The Hedgehog] for a pair of secondary platforms represented a tall order for a 22-year-old game composer who had never made a video game before, but Koshiro says he felt determined to rise to the task.

Polygon article about one of my hero.

Sánchez had also not worked on a film before, nevertheless, after receiving the script, he composed "rhythmic themes" for each of the characters.

On the great soundtrack of Birdman.

Games, movies, music. Unlike those examples above we like to keep things safe and ultra predictable these days.

Creative risks are also rewards. Creative risks bring the high-profile and/or timelessness they’re “dangerous” but they allow, enable the “legendary” part. Looking at how much reputation is important these days, I think it’s worth it.