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Audio&Games

Iwata II

The weird thing about Satoru Iwata is how much he’s praised and how much we have been following none of his advices, as an industry. Almost a decade ago, this is what Satoru was talking about:

We frequently compare ourselves to the motion picture business. We are fascinated with the movies. Hollywood is like an older brother who’s already succeeded; we race to measure our success against his.

Our method of content creation is modeled on the studio system. We measure the popularity of our virtual stars against Hollywood’s real ones. Over the years, we have frequently created games based on the movies’ biggest names — and we now take pride when a movie occasionally develops a script based on one of ours. Angelina Jolie starred in two "Lara Croft: Tomb Raider" movies, which were based on the video game adventurer.

But in terms of reaching a mass audience, we are not quite ready for our close-up. Although video game sales and movie box-office receipts are similar in the U.S., movie sales, rentals and pay-per-view keep them far ahead of us.

We may even be headed in the wrong direction. A recent survey of U.S. high school students shows a trend: Young people who used to say they played games weekly now report they play only monthly. Sales have been declining for several months.

When we gather for the Electronic Entertainment Expo at the L.A. Convention Center this week, we may want to blame outside factors. But I fear we are doing much of the damage to ourselves. Most of us who create, publish, sell and consume video games see ourselves more as a tribe than representatives of society as a whole. We adopt our own beliefs and behaviors, and we often disregard those who don’t conform — not a prescription for market health.

Throughout recorded history, playing games has been a natural form of entertainment, practiced by all ages, all cultures and both genders. Our challenge is to bring more people to our modern version. In this sense, Hollywood can be a role model. The film industry welcomes all consumers, creating content with a wide appeal.

On the other hand, there are two significant ways in which we perhaps would be wise not to emulate the movies. First, video games have decisively adopted the high-risk business model of the blockbuster. For some new game machines, development budgets will reach $20 million, perhaps even $30 million — plus marketing costs. Even if retail prices rise, it will be increasingly difficult to recover costs if the audience is not growing.

Second, we would do well to consider what Clayton Christensen, a professor at Harvard Business School, describes as "the innovator’s dilemma." We are an industry that has spent many years "improving" our product along a single performance vector — in our case, graphical realism. But we are reaching a point of diminishing returns. Like Hollywood, which in the past has focused too heavily on special effects, we need to find other ways to improve.

Through the years, motion pictures have benefited from several significant technical advances. They added sound, then color … and air conditioning inside theaters. Only one of these — color — had to do with what was actually seen on screen. The other two enhanced the nature of how movies were enjoyed by stimulating other senses.

It’s funny how game developers keep getting confused about the fact that you can be inspired by something (Hollywood mass appeal) and simultaneously reject part of that something (studio business model). The bits on how we game developers are a tribe rather than representatives of society as a whole rings true today. Where are the elderly games, you know they’re going to be a majority in all countries pretty soon right? I’ve never seen any game developer besides myself on my blog wonder about computer games for elderly. The tribe.

We haven’t really moved on and that’s worrying.

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Audio&Games

Satoru Iwata

Thank you for the inspiration. If you don’t know why Mr Iwata was so important here’s why from the LA Times:

Shortly before Iwata became Nintendo president in 2002, the company launched what became one of its bigger flops: the GameCube console, a successor to the Nintendo 64. The GameCube failed to outsell Sony’s PlayStation 2 and Microsoft’s Xbox, compelling Nintendo to rethink its direction.

Enter the Wii.

The Wii was instrumental in ushering in the modern era of casual gaming, as it was heavily based on motion controls and family-centric entertainment. The system, as well as Iwata’s corporate mandate, was drastically different from those of Nintendo’s competitors in the home video game console business.

Rather than focusing on technological achievements or becoming an all-in-one home media center, the Wii broadened the audience by enabling just about anyone to easily pick up and play a game. Games such as "Wii Sports," which lets people play virtual tennis with the wave of an arm, captivated the public.

In an opinion piece Iwata wrote for The Times in 2006, he argued that the game industry was becoming too closed-off to new consumers. He wrote that the industry should worry less about graphical enhancements and high-tech wizardry and instead look for ways to enhance “the emotional ways people interact with our games.”

Such a big influence. He’s the guys who made my parents play games on their TV, that’s the biggest feature ever. Even though I wish it had gone further, the Wii changed everything.

Badass programmer, project manager and Big Boss. I can’t help but think that this extremely high stress made him skip a good decade of life. RIP.

Categories
Me Myself&I

We faked Europe

It’s pretty painful for Gen X Europe to witness what’s going on with Greece. We are the only generation that grew up with the idea that Europe was the goal, the answer, the neatest shit we could conceive.

But we got screwed. Boomers, again, totally hostile to mixing up cultures and sharing our good stuff to each other. Boomers’ elite created that insane technocratic layer on top of Europe’s institutions. Millennials screwing things up too because they didn’t grow up with any ideal and don’t necessarily want to work to fix what previous generations have let go. European millennials, they like their comfort and are not that curious about their neighbors, they have tablets and the world at their fingertips. Why would they?

So it’s a mess. One currency to rule them all wasn’t enough. When I see how hard it is for those countries to get on the same page for stupid things like driving laws or more ridiculous, I kind of feel like it’s never going to happen. We haven’t been able to make work laws more consistent across Europe and we wonder why people don’t move so much and blame other countries.

And always the same problem of not asking Europeans what they think. Most Europeans knew that Greece wasn’t ready in 2000. I wasn’t for it. At that time, bigger economies like Spain and Italy were slipping away. We were already seeing that it was complicated to “synchronize” countries economically and we were adding one with a pretty weak economy. We should have said no to Greece and fix issues with South Europe first and I’m pretty sure that citizens would have gone this way. But we’re never asked directly, instead populist politic parties jump in and tell everyone that we need to go back to National Bullshit. And a lot of people are listening to them. It’s a mess.

Obviously banks are the happy architects of that clusterfuck. They assisted governments lying and profiting meanwhile, people think it’s all about immigration laws and “who’s leading” Europe. That’s genius. Evil, but genius.

I don’t know how it will get better. I feel like we’re passed the point where there was a simple and straight answer to Europe which was let’s build it.

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Audio&Games

European Game History

If there’s a part that always disappear in the computer game history, it’s the European scene. Americans don’t know anything about it, Japan the same. However a couple gems from the old continent like the famous Another World or Flashback changed the game and influenced tons of renowned game designers.

People have forgotten things like Ocean Software fighting Imagine Software which spawned Psygnosis, a legendary studio that created WipeOut and published Lemmings, made by DMA Design aka, Rockstar North aka the OG GTA developers. Digital Illusions making pinball games and ending up being DICE Sweden, creating Mirror’s Edge. Frederic Raynal and Alone in the Dark, Capcom says thank you very much. Lankhor capable of making a blazing fast Vroom and a slow paced non-linear adventure game like Maupiti Island at the same time, as Coktel Vision was capable of making an adventure game like Bargon Attack and ESS (European Space Simulator).

From 1985 to 1995 Europe produced tons of games, some being groundbreaking like Kick-Off by Anco Software, a soccer game where the ball wasn’t glued to players or Captain Blood by ERE Informatique (future Cryo), first person adventure game where you would try to communicate with aliens through icons or Starglider, a Starfox-like shooter in 3D seven years before Nintendo’s IP (Starglider, developed by Argonaut which is the company that will create the Super FX chip powering Starfox). In that period of time we went from 8 to 16bit. At that time optimism was high. Computer games were a couple years old and people thought it was for kids. In that decade developers were dreaming of maturity, already. Barbarian was inspired by Frank Frazetta’s work, not He-Man. I guess we always had that complex that play != kids. We have a lot of manchildren now I’m not sure we wanted that but anyway.

Germany is completely absent, which is weird for such a big force and big country in Europe. Well during the 90s Germany didn’t exist, culturally. We were not talking about German board games –huge there- or their love for simulations like the Settlers. All I could hear was how they were censoring blood in beat’em all and making Doom illegal. I wish I had had the internet and not have to listen to the media at that time.

Sports and cars games were immensely popular in that decade. But only in Europe we got to get games that were just plain weird and often bad. Some were too connected to one’s culture like most French games of that time. Some were just honest copies of something better (like Zool vs Sonic). But they had character when today’s games are mostly good, but all feel the same.

Bad games, wrong audience, US/Japan killing it, total lack of funding compared to US/Japan, massive hardware shift (N64/DC/PS1): the European gamedev scene collapse had to happen. Nonetheless, learn about it. The best ideas and the best code has been produced in this weird melting pot of different countries and cultures that is Europe.

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Audio&Games

Balance of people

If there’s something weird about games is that we never include people making them. We talk about budget, marketing, art and most of the time what it takes to have a pretty game. We talk about platforms but we forget people. Hundreds of dedicated humans are working hard for you to blow stuff up in open worlds but we only will talk about the publisher or console maker.

I believe people are center. Which is why I’m not satisfied with the state of the industry being either you work in a big studio making a nice living or on the other end you work on your game and you are not doing well at all. In the middle are a few lucky bastards. They shouldn’t be lucky bastards and there should be more of them. We’re hitting $100B of revenue a year soon, worldwide. The pie is big enough.

Another aspect that the news and game journalists narrative doesn’t cover: we’re all the same, we go back and forth between small companies and big ones. We freelance, we consult, we chat with our friends launching  small ventures or in big studios etc. Seasoned game developers like me have been through all company sizes, we work on games and it doesn’t really matter if it’s AAA AA indie mobile etc.  All that marketing talk doesn’t matter once you’re in the middle of making games. Then you think systems and teamwork and deadlines.

But game people are starting to own the discourse: in the past days and weeks, I saw a wave of “real talk” around game development and I think it is a good sign: The very last one on time spent on optimization. People talking about how Shenmue was overrated openly and how the kickstarter for the number III is a sad trend. Andreas Papathanasis telling the truth about graphic prowess, this article on the cultural fit shenanigans to Game Oven closing shop as well as ToT giving up on making games and an article on where and why Sunset failed.

Failures in games –art games to classic AAA- are people’s failure and organization failures that we could sum up this way: small teams are overworked and can’t do everything, big teams are so specialized that focus is lost.

Sunset would have needed some technical-design adjustments as much as the last Batman should have been tested more thoroughly. And both don’t really have excuses: Tale of Tales, veterans, knew that. There’s no way Rocksteady didn’t know about terrible framerate issues and how PC gamers would lose their shit.

If we respect players by giving them at least the minimum of what they want –a smooth running game-, they will respect us by buying our stuff. That’s how it works for everything else. And that’s how you achieve sustainability too. Hype or not, your mission is to deliver. And delivery means no bullshit.

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Me Myself&I

They broke the Internet K-Hole

Internet K-hole (IKH) was amazing. For anyone who grew up in the 80s, even outside the US IKH was that bottomless window on that period. Those washed up pictures, the simple fact that we had to wait before seeing those pictures! And of course the entire eighties aesthetic and the sighs it makes you do now.

IKH was on Blogger, that terrible Google-owned blog platform. It is now on Tumblr and updated daily. This fucking sucks.

IKH was mysterious, we didn’t know when it would be updated and then BAM fifty or more pictures would be coming out of nowhere like a random Christmas.

RSS was the way to subscribe. the feed would be silent for months and then one day you would have something to look at, a free trip to nostalgiaville. Time would stop, you would get stuck in that hole. It was glorious.

This obsession for eyeballs and immediacy these days is so stupid. Some things are better when they’re slowly consumed and unpredictable. Receiving daily visual doses of the end 70s/80s/early90s just makes you feel like “the fuck am I doing?”. There’s no joy anymore.

That intersection between something I like, technology thinking it knows what I want forcing me to consume in one single way while the creator is stuck with said technology that doesn’t want him to be free so he just follows what tools and “fans” demand.

Bye IKH.

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Me Myself&I

Adams Family

Reprazent
New art next door

One year on West Adams Blvd. I was the newest roommate and I’m soon going to be the oldest. People follow their jobs, their loved ones. Things move fast. Sometimes.

Still great to be here. There are some amazing jewels around, places to hang out or places I’m lusting for.

There is coach Tily, Q, Jerrick, Mariana, Stephanie, Israel, Jimmy, Fred, Miguel, Car Wash, Yvonne. Brendon, Teddy, Archie, Ben. Oji. And so many more.

I might call it home now.

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Me Myself&I

Finals

We can never NOT compare those two now can we?

2 – 4 VS 6 – 6 (finals won – finals appearances).

Now that I have watched Lebron almost as much as Michael I understand better why I’m not loving his style.

Lebron plays like a bear, Michael played like a deer. Statistics will never show that.

Lebron’s legacy will be that basketball is a team sport. That building teams takes time. That it takes a leader some humility to make it work. And that despite everything, he’s not doing so good on that side.

People forget the immense contribution of the team in Jordan’s undefeated Bulls. YouTube makes it look like MJ does all the work. People forget how hard the Pistons hit them for years, how Scottie became so good he was basically Jordan II, same moves, same speed, same hunger. MJ was just one of them. Curry with the Warriors looks exactly like that.

Lebron hasn’t been able to do that at all. I watched him won with the Heat then lose with the Heat then lose with the Cavs. When they won they came back from nowhere thanks to the team and Ray Allen’s three. When they lost they really lost, they couldn’t do anything against the Spurs circulating the ball so well.

This year, same. This is why numbers don’t matter. It’s all about the team. That’s the constant in basketball.

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Audio&Games

E3 15

E3 2015

Just some thoughts:

– Offering backward compatibility is a great “we respect you” sign. We change hardware rapidly but we play our games forever. MS obviously has some idea about how backward compatibility makes you stick somewhere.

– Same games over and over and that’s fine. Even outside AAA game development, developers make things they know how to make, they’ll just make it slightly different. Once again yes, games are hard to make so let’s make what we know we can do well! The polish level is high and all over the place. Tons of games look solid. This is good.

– All About Fans. It’s been a couple years like that and I’m not sure how to feel about it. Fans scare me a bit. Their devotion creeps me out a bit. Talking about communities around Hitman or Tom Clancy’s stuff freaks me out a bit. Who are you to obsess so hard over a fictional assassin game that you are willing to pay hundreds of dollars for or spend hundreds of hours on? Doesn’t seem healthy. But yeah, they’re needed (ask Prince about fans sustaining his ass for decades).

– All games land on Windows and all “Personal Computers” at some point. So much that there’s a conference about it. Going back to that backward compatibility, I think it’s huge: I can play any game I have ever played on my current laptop, that’s just awesome. People are starting to notice that. You can play/emulate/use probably 90% of any app ever made on any platform, on Windows. The back catalog is infinite and as nostalgia grows while we age, having one platform to do it all is fantastic.

– EA went from being considered the worst US company to being the one listening and paying attention, in a couple years. Bravo.

– European and Japanese game developers once again demonstrate a stronger aesthetic game than their US friends. Always the same reason: a wider variety of culture available growing up. It’s changing though: US millennials grew up with a wider culture, incorporating international influences.

TL;DR: same old stuff but some signs that things are getting more interesting. And more stable.

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Me Myself&I Music

Blanket

Produced and composed May 2015.