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Audio&Games

Ubidown

What’s ailing Ubisoft? | Opinion | GamesIndustry.biz

“It has a solid set of well-known and popular IPs – Assassin’s Creed, Prince of Persia, Tom Clancy, Far Cry, etc. – but it has consistently struggled in recent years to translate that into serious commercial success.”

Because those IPs are the same game over and over with a change of aesthetics. Strong IPs have memorable characters, settings. Those Ubi IPs are the definition of generic dude stuff. It’s a miracle they worked for so long. Probably due to questionable marketing and PR stuff.

Also there was over 10,000 new games in 2023 on Steam alone. It used to be a few hundreds.

Good luck with the future, y’all.

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Audio&Games

Valve

The Early Days of Valve from a Woman Inside | by Monica Harrington | Aug, 2024 | Medium

Fascinating read.

“I had another conversation with Microsoft execs about my role and the conflict with Valve, and again I was essentially told, “it’s fine, we’re OK, we like where you’re at, don’t worry.”

So. Wild. It was clear that Microsoft had something to do with Valve’s success but it actually was way more than I thought. And a bit sad how Valve did Windows 8 and its app store wrong while they’re indeed the de-facto game store. A bit of competition would have been great.

“All of this came from the collective Microsoft experience about working with OEMs and seeding product in mass quantities to spur user adoption.”

I often think about this experience with OEMs. That collaborative power where MS gets to stay at the top but works with everyone all the time? That’s huge, and that’s hard to maintain. But you get to learn, to change, to pivot and to stay on your toes I guess. Dictatorship is a lot easier.

“About a year earlier, I had worked with Gabe to set the audacious goal of Half-Life winning at least three of the top industry Game of the Year awards. We very consciously thought through what it would take, including breakthrough technology, a compelling new angle, and broad industry support. It was going to be especially tough for a game that some insiders initially dismissed as “Microsoft developers building on id’s technology.”

Planning works, folks. Visualizing is massive. I remember Half-Life, the Doom “mod” and how the game that shipped was really good and really different from anything at that time. That first grenade that lands at your feet, OMG. Iykyk

“I’m also proud of the work I did while recognizing that my biggest contributions to Valve’s business went largely unnoticed and unrecognized within the industry. Part of that was due to the bro culture of the software business, part of it was that I receded to support my husband in a partnership where he was effectively the lesser partner, and part of it was that women, especially in tech, often seem to disappear when the story gets told.”

This is always the reality, and a sad one. In the world of music for instance, it’s ridiculous the number of women who managed, cured, helped, protected and cared for dudes who would go on having superstar careers. And wouldn’t have had anything without those women.

TL;DR: collaboration works and women are dope and deserve more.

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Audio&Games

Video games

I’m basically off of them. For most of my life, I thought about games daily. From their cultural impact to the gazillion questions spawned by game development. Not anymore. It’s a big personal shift.

Today I see a “Press R2” or “Press triangle for strong attack” or “Press up arrow for potions” in a YouTube video or in front of me and I feel like heading out to touch grass.

I see a “4/18” orb counter and I’m sick. Another skill tree, some crafting? Fuck my life. Opening crates sure, it’s not like I haven’t done that 48 trillion times since 2000.

War, tentacles, gore and cute overload. OK. I am so bored as hell. Sound design stays the same as it was 15-20 years ago. Slashing bodies doesn’t need to make a different noise, fair enough.

Another abandoned city because game development still can’t do fully alive cities well. So instead of inventing a completely different world without buildings, let’s just make one that used to be alive. But! Something something happened. So unheard of and edgy!

The me-too paradigm exhausts me. The second a game is popular, 300 copycats show up within a year. The second exhausting thing is “let’s combine two very popular things” and we end up with Call of Duty meets Stardew Valley where you can raise zombies and nuke your friend’s garden. It’s just weak brainstorms.

LOL but also what are we doing?

Looking at game culture from the side now, it’s wild how hidden it is. Very few people talk about playing games. Very few play in public! Games are huge and don’t exist at all, simultaneously. Or when the culture does exist in the news, it’s about groomer streamers and silly games like that checkbox one. Ugh.

This is after 40+ years of game culture. A joke! Yeah. I don’t know man.

Games don’t teach much if anything if we want to be honest. They are making folks busy for hundreds of hours for no other benefit than humming that menu melody for the rest of their lives. I’m less and less OK with that.

Gamification has ruined so many things. Another tool for coercion, distraction and control as the article says.

Meanwhile inside the industry, layoffs, acquisitions and mergers bring pain x100 left and right. Another small team of folks who worked at that big studio for 20 years and believes that their ideas and a $1M VC check are enough to sustain themselves (narrator: probably 100% not).

And of course, video games are still mostly about sequels ad nauseam. I think another Tomb Raider is in the work? What the fuck.

Watching Wukong or Star Wars Outlaws, the latest big releases which are not sequels, I’m amazed at the amount of work. The incremental progress on everything (lighting is clearly near perfect today), fluid dynamics getting there, the accumulated knowledge at Ubi (25 years of open world system design), or Unreal 5 in its full glory, it shows and it’s impressive. At the same time it all feels so predictable, pointless, corny (listen to games without watching them and you’ll understand) and unnecessary to spend a hundred bucks to check waypoints, do pew-pew behind a wall and open crates as if –again– we hadn’t done that for decades already.

Having said all that, I could play some Counter-Strike with homies and talk shit all evening right now. It would be fun. I don’t know when I’ll be able to gather 10 folks with similar CS skills around a table or two.

Maybe never. Perhaps that’s a good thing.

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Audio&Games

Left CS

Counter Strike, the 25-year-old game which allowed folks to play with a left hand on-screen since 1999, received a massive update last fall in which the left hand option was gone.

What on motherfucking earth is this?

The developers of the game that aims for realism, the game that added legs to the models (probably for a possible future VR version, more realistic), more realistic physics, lighting and more precision in movement and ballistic, said “in our minds, no one is left-handed in the real world”.

As a left-handed person who has always played the game with a left-handed model and who was looking forward to Counter Strike 2, I’m so confused.

After players complained for 7 months, it’s been back since April. Except for the Molotov Cocktail, which for some reason stays a right-hand only weapon. What the fuuuck?

As to why Valve would do something this ill-prepared, my guess is some game director bullshit insisting that players experience the world and maps the same way, thus optimizing everything for right-handed folks. And perhaps because of that, some corners on some maps are more advantageous to lefties. Or it could be that shadows being calculated from one point of view only, changing the model on characters doesn’t properly work with pre-baked environment. Or some technical issue in that vein.

Anyway, CS2’s launch has been a disaster (replacing a game people bought with a free-to-play one that’s missing tons of features is BAD) and this contributed to it.

Another software-as-as-service abusive relationship. I know shipping games is hard but disdain is not good for growth.

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Audio&Games

Too many games

Too many games is a good Maze’s song but it’s also the truth:

14,534 new games. In a year. On ONE platform. That is univocally too much. Let’s do some quick math here.

14,534 games. Each game is at the very least a 10-person team and at least a couple years in the making. Let’s say three years.

That’s 145,340 folks working on games since 2020, and who released their game in 2023, right?

Considering how creative industries are all hit-based businesses. 99% of those games will flop. That’s an incredible amount of waste for thousands of people with tunnel vision working hard for years.

Forty years ago, there was a computer game crash. Here’s Wikipedia about it:

The crash was attributed to several factors, including market saturation in the number of video game consoles and available games, many of which were of poor quality. Waning interest in console games in favor of personal computers also played a role. Home video game revenue peaked at around $3.2 billion in 1983, then fell to around $100 million by 1985 (a drop of almost 97 percent).

Looking at all the layoffs last year in companies which are actually making money making games, entertainment competition (streaming and social media) stronger than ever and demographic changes (smaller pool of young players who play one or two games anyway), it’s not hard to see that things are not going to improve anytime soon.

Which means more dependence on whales. Which means more abuse. Oh boy.

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Audio&Games Music

Music and sound are simply supreme

Lots of nostalgia happening in games right now with the new GTA announcement.

Invariably, it comes down to music. GTA III, GTA Vice City were not that great of games. But Vice City introduced good 80s music to millions of dudes and that’s all they really remember fifteen years later.

You can swap GTA for Minecraft. Or Mario. Or Halo. Music and sound design shape memories like nothing else. It makes the past look better than it was.

Everything visual blurs in our memories. Considering how much effort is poured into textures, animation and 3D models, what a waste.

A distinctive sound, or melody will unearth the most pristine snapshot of that time. And those sounds can be created in an instant. Audio is the closest thing to actual magic.

I recently recovered a one hour and half recording of a dinner with my parents, sister and grandparents from I think 1999 or 2000. I remember that I was testing the microphone quality. Well, it’s really good. I can hear everyone’s voice. Utensils on the table. The dog’s collar and its movements.

It is so powerful, I’ve only been speechless listening to it once.

Hearing my grandparents (both have passed away) talk and laugh is a million times more powerful than looking at a picture of them. Video is cool, but sound is so pure; I can reconstruct the scene in my mind with the recording. It was a winter evening. I know where I was sitting and where everyone was. Grandma tells me how I should try to go door to door to get hired and I can almost remember what I was thinking in that moment.

Sound and smell are just wired at a lower, deeper level than vision.

Unless we wildly genetically change, reading a book while listening to music will always be some of the best thing you can do, ever. ‘love that.

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Audio&Games

Cities and performance

https://blog.paavo.me/cities-skylines-2-performance/

Facepalm. In game development the equivalent to “we’ll fix it in post” is “the next hardware will run it at 4K/60fps” except that it’s not 2004. It’s not happening anymore. It’s mind blowing in a way, to work so hard on a game and take a massive gamble on the tech stack in the 2020s. It feels like if you’re trying to make a good sequel to a popular game that wasn’t very resource intensive, you should keep it not very resource intensive. LOD is a solved problem, ffs. Sigh.

But as you all know, it’s all about growth. It’s all about bigger, taller, stronger faster and also, worse.

This is also why Nintendo stays untouchable: they make their own lil engines, own small prototypes, and squeeze an ungodly amount of fun out of weak ass CPUs. They understand. And print money.

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Audio&Games

Peter Guild

Peter Molyneux has a dev blog and I picked up that picture from it:

This is a map of Guildford, UK. Those three names are game studios that Peter founded, across four decades (you can read the history of those studios, starting with Bullfrog Software via filfre.net). He also was born and raised in that city.

What’s so remarkable to me is that game development is the poster child of globalization. Every single game developer I know has worked in different cities, countries, different continents even. Ubisoft has spread out across the entire world since the late 90s and all publishers have studios everywhere on earth. For tax incentives, talent and taking advantage of around the clock work.

Peter stayed in his hometown his whole life, creating three different studios focused on rather experimental games. That’s fascinating!

  • Do all people in Guildford know Peter? What’s the word about his reputation?
  • How many local people did he hire?
  • How did he manage to get financing being away from big hubs like Montreal or the US West coast? (Microsoft and Electronic Arts funded some of his stuff)
  • How do you find so much inspiration living where you always have lived, in a grey town in the UK?

Good luck on your next game, Peter.

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Audio&Games

The most uncomfortable truth

I’m going through it with video games. “Let me watch some Diablo 4, oh, it’s the exact same thing as Diablo I and Torchlight from respectively 20 and 10 years ago, OK.”

Games bore me to death these days and yes, considering the important things we need to tackle and vote for or on, they are a bit of a waste of time. It is very painful to admit.

This article about Starfield makes me think about it. Yes, spending dozens of hours “exploring” pointless data on a computer, when you already have done it for hundreds of days in your life, is silly. Yes, flying over empty planets designed this way, using your super fancy GPU to display 4K textures, is a waste of energy and time. Yes, doing the exact same thing 40 years ago created the same excitement with a tenth of electric consumption. No, games being more immense than before doesn’t help in any way.

Developing games is insanely hard and being able to make something that works, that is fun and that people love, is a brilliant feeling to feel. It’s incomparable to anything, it’s impossibly joyful. I understand.

The impact of computer games on culture and society? Way fucking darker and questionable.

I struggle with this.

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Audio&Games Me Myself&I

VR not

Virtual Reality is 45+ years old. In 1992, they were claiming that affordable VR would be ready in a couple years.

It is not affordable over 30 years later, nor did it take over, despite billions over billions of dollars sunk into it.

Why?

Because current engineers think that the brain is just a pair of eyes connected to a processing unit. It is not. The brain is connected to an entire body in ways that we are still learning about.

Back in the 1960s when personal computers and information technology were being formed by a team of psychologists, electrical engineers and mathematicians, they knew that computers needed physical access to themselves. They understood that as corny as it sounds, humans are One: one brain, one body. It’s all combined and intricately connected.

This is how they came up with the mouse, an input device that is still to this day the most accurate way to do well, most things on a computer. Why? Because it utilizes the wrist, a magnificent and ultra precise tool that created all the arts in the world.

What I mean is that human beings will never dissociate from their meat envelope. That is just how we’re literally wired. Full body tactile feedback will always be superior to zero tactile feedback because we’re so good at it. Thousands of years of experience on the resume.

Ever realized how incredibly fast our skins feel a change of temperature? Like, it’s basically instant. Our lives are all about tactile feedback, if you think about it: receiving a kiss, opening a door, tasting a beverage… It never stops.

This is why VR keeps failing. It disconnects us. That will not change and we won’t either.