Categories
Audio&Games Music

Epic x Bandcamp

Interesting.

Why would Epic do that? They have enormous platforms with Fortnite and the Unreal game toolchain. They did deals with the music industry –concerts with millions in Epic’s metaverse- but I bet the majors were too slow for a software company. Plus, the majors are risk averse which is the opposite of game development. Just not the same mindset.

Enters Bandcamp. Bandcamp has been doing its thing since the beginning and I’ve always loved the platform. Tons of great, diverse music, but also (probably) tons of legal issues with sampling. Because they’ve been small, the copyright holders never went at the indie company. The indie company grew and is quite popular these days, attracting eyes.

So Epic x Bandcamp makes sense. Epic gets to promote ready-to-roll indie artists in their metaverse, and legally and financially protect Bandcamp. They also now own an unlimited amount of music for any of their products, ala Sketchfab. This is pretty great for streamers (and Bandcamp artists).

The possibilities for virality –the mother of all filthy profits these days- through crossovers are definitely huge.

Now as usual with monopolies and powerful companies, there’s a risk for Epic to misbehave and abuse their position. For now though, we can’t say much.

My bandcamp page.

Categories
Audio&Games Me Myself&I

Entertainment saturation server side

There Are Too Many Video Games. And too much entertainment.

Over 30 new games per day, just on Steam. Around 60,000 new songs on Spotify per day. What is happening? The usual: bottom 90% scraps around and the top 1% swims in wealth to the point of finding amusing and interesting to create artificial scarcity.

The huge problems with games is that they’re the worst work/profit ratio of any creative endeavor: you can compose a great song in one hour. You can’t produce a good game in a year.

This leads me to the good old Systems VS Narrative debate. It’s an old debate in video games, but it’s starting to describe a lot what’s going on in the economy at large: we live in systems and people want to force narratives on them. Which doesn’t work. The solution is to modify those systems and make them work for a better output.

Example: people love the narrative of unions protecting employees and love to push the idea in tech: “get unions!” they will yell. But the system we are in, 2000s capitalism, doesn’t allow unions. It’s a done deal. For unions to work you need leverage to bargain, you need tangibles. The world of tech and game development are full of intangibles, from which tech to use to which market to aim. It’s bet over gamble over “I hope this works out”, times a random amount of luck. This is not a situation where you can call for unions! Yet people love the idea that we are still in 1912, working for Henry Ford. Just form a union, and you will be fine! Sadly, this is not reality.

Interestingly, the same people who want unions will –in CA, a relatively chill state- vote against Uber drivers becoming Uber employees because they don’t want their Uber costs to skyrocket. Because that’s how the system (capitalism) works: it delivers value, spits out profit, and churns out bodies. Even when voters have the option to change the lives of thousands, they vote in favor of the system that allows them to get cheap(er) Uber trips. To hell with unions and decent compensation right? I don’t think people are horrible, they just don’t want to be accountable because the systems are complex and you can always find a way to think about a problem to make you feel like it’s not yours (“Uber has to be a side gig, I don’t care!”). Which I always find funny because well, we are indeed in this together. More now than ever before.

Anyway would you write stories, build video games, compose music, edit movies, skate and do all kinds of creative stuff that makes you feel alive, you need a support system. The more you do, the steadier the support has to be. Obviously to make great games, which takes years, the support needs to be very resilient.

Universal Basic Income, y’all. That’s not a narrative. That’s a system fix that would work. 100%.

Categories
Audio&Games

Reflection on content

Netflix proves the point for MS buying Acti-Blizz; if you don’t own fantastic content, you won’t last.

Netflix knew this and has been cranking up production for years now. But nothing has come close to movies or TV shows that were developed for YEARS. It’s not just about production money and 4K cameras. Now Netflix is raising their prices and losing shows they don’t own. Netflix is feeling the heat in 2022.

Disney knew this. Just their Pixar catalog alone is able to convince me to pay for their subscription service. HBO knows this too and that’s why they don’t want people to binge their stuff. They want people to respect that content, rightfully so.

You need genuine, good, not-specifically-designed-to-chart content for your platforms. Period.

Microsoft knows this too and I would even argue that the reason they dropped the mobile market is to go after juicy content —from Minecraft to Zenimax— while not getting sued for monopoly. Owning content over controlling hardware >>>>

It’s all about who has rich, tasty, prone to spin-off IPs. Nintendo knows this too.

Interestingly, it’s always been like that. The thing is creating those premium IPs is still random, costly sorcery so, it’s easier to buy them.

Categories
Audio&Games

MS Blizz

Dang.

For the people in the back who don’t read about the history of video games, and who don’t understand why Bobby Kotick is still there, here’s a  hint (and more here):

“How could the business press not love him? He turned a $440,000 investment into a $4.5 billion company in 25 years.”

And just sold it for $70 billion. Activision filed for bankruptcy in 1991 with Bobby at the top. Of COURSE business people love that man. He’s been excellent at his job.

Now yes, I know. But when we’re talking about money and that amount, you  already know that characters and toxic culture don’t matter then. Look at Apple.

Anyway, on the Microsoft side, wow. They’re not joking around and it makes sense: the only way for game subscriptions to work is to have so many lucrative IPs that whatever happens, —a game being a complete financial bust— nothing can really go down. It’s simply too big.

I think by buying Blizzard they just achieved that. That Game Pass thing just became ultra attractive to many.

But even bigger is the fact that they own eyeballs, metaverse-ready kids: from Minecraft to Spyro to Call of Duty to Doom and Halo, with a plethora of indie games on the side and Candy Crush with mom? All for one subscription? For any device?

No one will leave that MS Metaverse. It’s too good of a deal.

Categories
Audio&Games

SFII Audio

Great article on Street Fighter II’s low level audio.

Trivia: How does Street Fighter accelerates playback speed when a round situation becomes critical (contestant low health). It doesn’t. These are hard-coded separate music tracks.

My whole life I thought SFII audio engine being “MIDI”-based meant that they could simply increase the tempo/accelerate playback for the low health part.

*pikachu face*

On the other hand, it totally makes sense: tons of stuff are hard-coded in games. Tons.

The bottom line in game development is always, if you can make it a dumb asset instead of using precious CPU cycles to do your thing, please fucking do so.

Categories
Audio&Games

De_Dust II


The light grey is where you operate; green, where you spawn, red, what you aim/protect.

THIS MAP RIGHT HERE SIR

It’s called Dust II. It’s one of the most amazing piece of architecture in games. Designed by David Johnston, released in 2001, it basically never changed.

That’s ridiculous.

To make one of the most perfectly balanced video game map ever made, played by millions, recording billions of hours on it, still one of the favorite of professional players???? And he ACED it on the first try???? And he made it for FREE????

dlfkjgldfksjgldfkjgsdfigozj I can’t.

2000s internet culture was giving left and right.

(Counter-Strike, my review)

Categories
Audio&Games

Lefty Gamer

I was looking at John Carmack’s Meta Connect keynote and in his notes, talking about VR, he has this:

-Customization for left-handed players

YASSSS PLEASE OMGWTFBBQ

Developers have completely dropped the ball on us lefties. Outside OG games like Counter Strike, there are no first person action game that respects lefties by giving us the option to switch to our favorite hand.

None.

Could a game service have my lefty settings saved so that every new first person action game would be left-handed for me? Because I will never be right-handed in my life. It sure is a basic, probably trivial thing to do, right?

It has never been done to this day. To this day!

Software engineers will just “you’re the minority so you don’t exist” themselves out of working on not so fancy challenges that are really important, like accessibility.

Left-handedness is an accessibility challenge and it’s non-negotiable in VR: it has to exist, and be good. Which means it has to be taken holistically. John Carmack being on the case sure makes me feel hopeful.

It should have been integrated as an option in games fifteen years ago at least, though.

Categories
Audio&Games

Playful Production Process

My good friend Richard has a book out!

Learn how to achieve a happier and healthier game development process by connecting the creative aspects of game design with techniques for effective project management.

Award-winning game designer Richard Lemarchand (Uncharted series) shares lessons he’s learned over the course of his 20+ year career creating videogames. This book covers the videogame production process from start to finish, giving the reader strategies to plan appropriately and avoid the uncontrolled overwork known as “crunch”.

Game design is at the forefront of production, any production. Game development is so convoluted and almost unique each time a game is created that processes to achieve a vision while not dying doing so, are very much appreciated!  Those resources are rare.

Richard has the knowledge, experience and talent to write it all down and I can’t wait to read it.

You can preorder here.

Categories
Audio&Games

Wii Oui

“Rest assured, you will have it before Christmas.”

I was relieved. I had never been anxious about buying something in advance because I had never done it before. But this time, I had no choice.

To get the Nintendo Wii for my little sister, I had to be aggressive on my buying intent. Determined, I had entered the store on a preorder MISSION.

The Wii. 2006.

Man, it was c r a z y.

I’m not sure I can remember a bigger, worldwide online hype for anything before. Nintendo had done a master class in marketing here. If I remember correctly, they only had had a teaser about the new controller, but basically nothing else. At that time, I was working on a Wii game and a friend was gameplay programmer on it. I had had access to “project Revolution” six months prior to its official sale.

I miss the Wii. I miss its controllers. I miss our collective imagination around what those controllers could do (narrator: sadly, not much). I miss the ability to play with both hands with the width I want.

The core concept –all about gameplay, and to hell with HD- was _very_ refreshing. We just had basically spent 15 years running after the latest tech. More CPUs. More 3D. More esoteric words that don’t mean that the game will be fun. The Wii (and the DS) just dragon punched the hell out of this paradigm.

The music. How my god, the Wii channel and Wii Sports. It was so addicting and so chill. Everything said “just have fun, and relax”.

I had never played video games with my parents before, and I never played video games with my parents after. The Wii was that much of a change. In six years, they sold 100 million of those. This is still Nintendo’s best-selling machine ever and one of the fastest selling tech product ever.

The console was supposed to play older Nintendo games, was going to change how we make games, making games for a broader audience, etc. Unfortunately, those points rapidly fell off the cliff of reality: half-baked features, the Wii being just a little too underpowered for many games that could have been ported to, the buying power of the core 18-30 dudes market. All those variables eventually came back to bite Nintendo in the butt.

But before that? I saw the ocean. I saw it. It was amazing. Thank you, Mr. Iwata (president of Nintendo at the time, who pushed for a broader video game landscape, and passed away in 2015)

Categories
Audio&Games

LeInfluence

Filfre.net writing about Another World, a very famous vintage French game: The French creative aesthetic has always been a bit different from that of English-speaking nations. In their paintings, films, even furniture, the French often discard the stodgy literalism that is so characteristic of Anglo art in favor of something more attenuated, where impression becomes more important than objective reality.

There’s nothing better in terms of impression than Moebius, who I grew up reading.


dat scale tho; you can imagine a million things just looking at this


*what’s in the fucking box meme*


I read this short story a million times over (called sur l’étoile, “on the star”)


The kind of impressionist, surrealist AF type of 80s European comics

Not only he influenced countless creatives, Moebius is basically the father of cyberpunk: in 1975 he draw the biggest cyberpunk influence ever, a short story called The Long Tomorrow. It’s a classic police story but happening in the future. The fruit of Dan O’Bannon writing and Moebius’ imagination, it influenced absolutely everyone from Blade Runner to Akira to Cyberpunk 2077.

There’s a game that just came out called Sable (sand in French).


Jean Giraud called, he wants his Peugeot 103SP back


Yes it moves like a video game and it looks like a comic

Oh yeah, Sable’s developer is English. They needed that French touch though!

(you can borrow Moebius stuff at your local library, and you should)