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Me Myself&I

Checkpoint

The 80s were about integrating two families, discovering the extent of it.

The 90s were about me, discovering what I can do, what I like.

The 2000s were about discovering the outside world, how it works.

The 2010s just started and I guess they’re about making sense of all this. I can’t make sense of it. Between what I’ve been told, what I’ve learned, what works what doesn’t what society accepts or condemned, pretty much nothing makes sense and I see exactly where but what’s the point? It doesn’t change shit.

I mean it does in a way make sense it’s just that it’s way, way way less romantic than I thought.

I was reading this excellent article on Dave Chappelle. He is important to us black dudes because everyone loves him. He quit over pressure and the terrible feeling that he was doing things wrong. The author goes on negritude:

But the broader, more important meaning of Negritude has to do with a process isolated and identified by these poets. It is the process by which Black people, who have been cut off from and made to learn to know themselves again, come to accept themselves, and begin to believe in (i.e. to value) themselves.

I guess I am in that process too. When I’m looking at the game industry, I try to find some ways to feel comfortable and like myself. Maybe that’s why I enjoyed Japanese culture influence so much, there was no black VS white, no rock VS funk. They were showing me that I can be free. That was on paper.

In the real world this is not how it works. This is where Dave’s story is important to me. He went up there and then he was like, “no, man”. The price to pay was too high: ignore who you are and become something you are not. When you are a black dude who had the chance to avoid any trouble, who had the chance to study, who had the chance to be free compared to 99% of other black dudes, the pressure in higher careers is unfathomable. It’s not even pressure, it’s 600 gigatons Blues.

Like Dave had to conform to Hollywood, I have to conform to the Videogame Industry and it’s very hard. I love and always will the solving problems side of game development and how much we can do compared to the real world. I feel genuinely connected to this. But I don’t know how to position myself within current mainstream game development culture. Mainstream game culture. Mainstream western culture.

QUESTIONS. SUSPENSE.

Categories
Me Myself&I

Bald full of win

I went to Baldwin Hills two weeks ago.

BALDWIN HILLS YALL

Wikipedia says it all:

Baldwin Hills Estates (east of La Brea, southwest of Santo Tomas Drive, south of the Jim Gilliam Recreation Center and north of Stocker Street), one of the wealthiest majority-African American areas in the United States, and is sometimes called "the Black Beverly Hills".

I so wanted to see it, you don’t even know. Just neighborhoods with black people, looking good and over Los Angeles. I read about that place. I dreamed of this place. I imagined myself biking that hard hill, needing some water and some nice black people would ask me if I wanted some.

It happened exactly like that. I had to give up and walk and this black woman is there on the other side of the street. She doesn’t even yell, it is so quiet up there. She simply asks me if I need any water and I gently declined, short of breath and walking with my bike on the side.

It took me at least 20 minutes to think that I could have engaged a conversation with someone living there and that I didn’t, totally just high on the beauty, those families living peacefully, that dude asking me wassup walking down his driveway with his 10 year old son, both looking like hip hop stars. Pianos standing in the middle of living rooms.

It’s a weird thing to feel so comfortable somewhere and at the same time, being such a stranger.

So thankful I’ve been in those hills though. I shall return.

Categories
Audio&Games

Japanese game development

The great Chris Deleon had a video earlier this year wrapping up how Japanese game development was/is making things differently compared to the West. It’s interesting to see that Japanese companies hire employees right after college and keep them pretty much for life. It means that these companies take care of rookies, who in return become good and loyal, working for the company forever (think Keiji Inafune for Capcom).

The problem is that it induces a massive secrecy in the industry, the good thing is that it creates stability, which triggers cohesion, which triggers high quality output. Japanese games are usually tight, it comes from this culture. Western game development on the other side… We’re all mercenaries. Inside Ubisoft or through multiple companies we’re trying –like Chris says- to show what we can do for the next job more than make great games. I guess it kind of worked as long as we had a stable market with consoles.

It’s no longer the case. There is no stability, there’s chaos. How many platform you can ship your game on, today? It is so crazy that even Japanese game development took a toll: Mega Man creator left Capcom after 23 years, kickstarting a game that looked a lot like what he did there. Nintendo, the black box where no one knows what’s going on inside, doesn’t know what to do (and the first sign of that was announcing the 3DS and immediately say “it plays Netflix!”, that’s where I knew).

People associate Japanese development greatness with Japanese culture but I don’t think it’s typically Japanese. It’s a culture that values good design, that’s all. As the video demonstrates, it makes sense to start designing a video game directly with the hardware, not by making artworks. It’s good production design and yet, I’ve seen that once in my career in the West. Once.

The key for game developers is to be able to sustain their creativity through iteration and for that, a large platform is required. A great team is required. A vision is required. Some freedom is required.

It’s a very difficult equation these days.

Categories
Audio&Games

90s shoot’em ups

I played dozens and dozens of shoot’em ups this summer, starting end 80s, when enemy patterns become interesting and fun and when music and sfxs start getting much better and lovely.

Yesterday I went through Radiant Silvergun, 1998. Connoisseurs know. Chant du cygne. One of the most amazing shooter ever.

I love them all for so many reasons.

Nostalgia is obvious. I remember having our bikes stolen in Brittany because we were playing Raiden with my cousin’s cousin and were hooked. The coin-op, the stress of losing money for nothing…

Second and I think it’s something that I’m good at: avoiding, dodging. Analyzing patterns and acting accordingly in real time, staying out of crashes. Keeping calm. Playing music is very close to that, so is being a black dude in a white world. I always loved the possibility of avoiding things, so much more powerful than straight conflict. You know, the all Judo thing.

Shoot’em ups are all about that, so much pleasure being alive after a massive wave of missiles, energy beams or simple bullets. Isn’t it life?

But more pragmatically, I love how those games are crafted. 1990s Japanese game development. In ten years, in a very strict and narrow style of games we go from boring pew pew to holy fuck how did I even make it through that OMG THAT BOSS AND THAT DIVINE MUSIC AM I DEAD.

It’s beautiful how looking at what works and what doesn’t, designers slowly improved those games. Very pragmatically, if an enemy pattern works and is smart, all developers copy it. I love that, I love the fact that they are all more concern about making a game that works than being pricks with over-inflated egos. Remember, Japanese game development is super secretive so these guys were probably analyzing competitor games or maybe reverse-engineer them.

All this for us, guys. Other example with sound effects: early 90s, all developers are trying different ways to make the “add credits” sounds but quickly when they find the good ones, they immediately applied them on every system that runs that audio chip (usually some Yamaha FM synthesizer). Plus, it becomes as important as the logos (Neo-Geo, Capcom intros!).

Keep. It. Simple. And. Invest. Wisely.

It’s all about fun efficiency. Let’s copy and slightly improve! And so forth from controls speed to the number of stages (I did one with 32!!! They all go down to around 7 at some point), the bosses, bullets colors, from how many layers in parallax scrolling before you can’t see anything to designing the lonely tank somewhere who’s going to hit you because you though it wasn’t a threat…

So yeah by 1995 all shoot’em ups kind of feel the same, but they’re all pretty great and feel good. Variation comes from how designers want you to play it: more tactical at the bottom of the screen or more aggressive moving toward the top, more “pure” (classic upgrades + bomb) or more complex (charge mode or lock on). When you start playing one, you know what you will have. You will have some fun, let me tell you.

Today even within genres, even with nice features or more interesting mechanics than these relics, so many games just don’t have a nice feel. And it’s all because we don’t make games this way anymore.

See you in the next episode, I’ll explain…

Categories
Audio&Games

LucasArts’ demise

Ex-LucasArts staff describe Lucas as someone who cared deeply about telling stories, but didn’t know much about the game development process—every Lucas-mandated story change meant shifts in every department: the design, the art, the programming. How could that not be frustrating?P

“One of the problems of working in a film company—[Lucas] is used to being able to change his mind,” said one source. “He didn’t really have a capacity for understanding how damaging and difficult to deal with these changes were.”

Yeah. I’m telling you, calling computer games video games makes them look like they’re movies. Video is like film, it must be easy to change things around!

No. Not at all. I guess you need years in the trenches of game development to understand that computers are powerful and yet so limited.

Always the same story, upper management not understanding anything. It’s comforting to see that it happened even in a place where I thought it wouldn’t. Comforting and depressing are not mutually exclusive in this case.

Categories
Audio&Games

Free To Choose


Whatever.

Got into an interesting discussion on FB about game prices and sales on iOS, leading to the conclusion: you need to do F2P to survive.

I don’t like it because it goes toward a polarization where you either make AAA or free to play mobile games. This article just compares the two where obviously, F2P resonates as smarter development.

We need a middle ground. I think a middle ground is healthy. You want to let things slip to “what people want” fine, we developers and consumers have everything to lose in this equation and platforms everything to gain from. Consumers don’t know what they want, don’t know game production costs and if you just let them go for free, they’ll choose free. It doesn’t mean they’re right. Saying we don’t control nothing is BS. We have impact, we make and sell these games. We set that shit up.

People selling things have an impact, can change things around. Apple entered the smartphone market and said “this is how we think this should work, we don’t give care about what you are used to, you’ll like it”. Mojang did the same with a $10 alpha game.

Don’t focus on the fact that they are exceptions, look at the odds: who would have thought they would be so, so massively successful to the point of being that iconic? Fucking no one, not even them. So with odds so bad and tremendous success, I think that there’s room for games with better odds and not that crazy of a success but enough to sustain their stuff and make people happy.

This is what we should aim for. It’s super hard, I’m aware of that but it’s slowly coming. I’m glad Gone Home or Kentucky Route Zero or many others have a fair price and I hope they will be successful enough to sustain those teams and prove the model.

I hate this “me too”, “follow the herd” mentality. It’s not because it’s popular that you should do it. You don’t have to go F2P as you don’t need to make a Super Mario clone just because “people like platformers!”. On the question of joining iOS game development, just censorship should push people to ask themselves why would they develop for Apple. We have internalized it, by design we will not think different. We’re sacrificing freedom of speech for convenience and brand loyalty. It’s “cool” to do stuff for this platform that doesn’t make anyone live but a ridiculous minority and these questions about freedom of speech are so annoying and serious!

Fair enough, it seems like society doesn’t want any middle for anything either and also, relegates freedom or respect as artifacts. It’s matching.

Categories
Me Myself&I

On that forever empty thing

“That empty, forever empty”  Oh I know that thing, Louis. It started early when I learned that I didn’t have parents or brothers and sisters and understood that “forever alone” feeling very well. Orphans are some kind of cold ice motherfuckers with the biggest empathy you’ll see but anyway.

I got used to the idea of being alone. Like maybe a little too much. It makes me feel so powerful! I can stay days alone doing music, fighting my own little creative demons, feeling and filling the void, feeling like shit or feeling like the best warrior on earth.

And then I go out and enjoy so many things, kids smiling, the design of an aisle at a supermarket, the weird interaction of a mom and her kid, everything becomes fucking interesting and awesome. Then at some point I realize how much all of that is theater, people playing their roles. It’s all kind of fake and I go back to that sappy (sad and happy) loneliness that brings me to inspiration and analysis of things and overall making me feel good.

It’s a game, you have to be able to perform in both “forever empty” and “social” mode. The problem is –like Louis demonstrates- that we’re way too much into the social part, which is pure construction. It doesn’t really exist, you know? We’re willing to kill other people driving and texting so that we can feel NOT alone. Attention whorism reached its peak.

Disconnect. Take your time. Learn to play an instrument, learn to listen, read stuff. Be alone and deal with it. It’s pretty good. Also, you’ll die alone like everyone so get used to it.

Like Paul Mooney says “oh, death is coming. Just wait.”

Categories
Audio&Games

Gaming Bad

With a really good story, you don’t want to do anything. You don’t have time for that, your focus is on what’s going on. It’s by design, totally the opposite of a game and its engagement. The story IS the game itself, a game so powerful that it demands that you don’t do any inputting. The input is in the multiplayer part, the discussion you have with your friends. The experience is about listening and watching, analyzing the situation every now and then, weighing all along while the story unfold in a very controlled, designed way. Pressing L1 and R1 alternatively will only add clutter and noise to the flow. I’m probably not the only one trying to imagine Breaking Bad The Game but it just would be silly. Cooking Meth Mama uh, no.

Stories are mind games that don’t require input. It’s pure like that. The only exception I see is for humor –it is fun to input in- but then it is much harder to target a wide audience compared to drama. Drama is universal, Comedy isn’t!

Categories
Audio&Games

Game engines soul and middleware

The paradox today is that it’s never been easier to make games. But we never had that many insipid games and one of the reason is that they use some kind of generic middleware. Like all these third person games based on Unreal technology, or these platform games made in Unity. They all have the same feel. The same can be said with music, all made with the same samplers or action movies all shot and rendered with the same technology.

If we look at the best computer games ever, most if not all are built on custom made technology, custom made tools and custom made engine. From the Marios to the Sonics to Doom to Ico to GTA, they all have been made from scratch. The same can be said with music, from Jimi Hendrix custom pedals to Skrillex’s plugins or movies with Kubrick’s special lenses. Custom means character, means standing out, means being different. It might not be enough to be great, but it’s a good start!

I’m playing Just Cause 2 and the engine gives you an amazing sense of scale, is beautiful and runs well. Impossible to get that with any middleware. Same with Soul Bubbles or The Witness, immediately recognizable through their own charm. JC2 aesthetic is horrible –generic military stuff- but the game engine is so good that it’s a lot of fun to navigate the world, attaching planes to mountains and stuff like that.

Obviously with games it’s not just about aesthetics, it’s also about mechanics. Systems are built in order to support a particular gameplay. Custom systems are not that flexible and might only be used once or need to be heavily modified.

Will generic tools be mastered enough that personality will come out of what will be produced with them? Or will we have to start engine from scratch forever if we want to explore great ideas? I just know that people capable of coding low level tech while having a high level design mind are rare. I don’t know if we’re losing them with tools like Unity but a lot of youngsters really think they can do anything with a couple of middleware.

There’s a terrible lack of legacy and learning from older generations in the game business. May game engines soul stay strong.

Categories
Audio&Games

Custom playlists in open world games

I’m playing Burnout Paradise. It’s an open world where you just drive and race. You can’t have a custom soundtrack. You have to navigate terrible menus to turn the music off and let your music player play in the background if you want your own music. You can’t escape the intro with Guns & Roses’ Paradise City playing loud. Ugh.

In game, when you go fast and jump with your car, the music is filtered like house music dynamically to the length of the jump. Neat. but of course and sadly, it doesn’t work with your music. It’s technically easy to do.

Open world games, especially the ones including using different types of machines to go around, should allow custom music. It is so satisfying to roam inside a world to your favorite beat or anthem. It’s personal, the game magically becomes a little more yours.

It looks like GTA V, is not going to allow custom playlists. As it was possible on previous hardware for the past ten years so, I wonder if it’s a business issue: labels make a deal with Rockstar and in return they have to cut any music competition out from the world of GTA. For music labels, GTA is a way to promote and sell albums so custom playlists are a threat.

In any case, it’s annoying but thanks to the PC, I can still manage to drive down a Burnout Paradise hill with this in my ears:

It changes everything.