Archive for the 'Links from the In-tar-web' Category

My name is Inigo Montoya…

Posted in Games, Industry Rants, Links from the In-tar-web on February 12th, 2008 by MrCranky

Well, someone must have been taking pity on my and my excruciatingly long train journey filled day yesterday, because I found this little gem on my morning news trawl. I’ve been a Princess Bride fan since the first time I saw it, years ago, so it’s a bit of a no brainer that I would happily shell out cash to play a game version, so the pre-order went in about 5 minutes after finding the site. Looking at the trailers and concept art, I think I’ll be pleased with the end result - definitely looking forward to the release date later in the year.

On an unrelated note, my train journey down to our client’s site yesterday was capped by a mother and her kids joining me at my table, a boy of around 6 and a girl probably 9 or 10. The boy had a PSP and was playing away, engrossed, but he would keep banging my laptop in his efforts to show this or that to his mother. So I asked what he was playing, and he replied “Grand Theft Auto”.

“Hmm,” I said, “Liberty City Stories?”.

“Uh-huh”, with an eager nod.

“That would be the 18 rated Liberty City Stories then?”, which I accompanied by a look for his mother which I hope conveyed the level of my disgust and disappointment in her parenting skills.

“Oh, ” she says, a bit flustered, “is it?”

“Yeah”

And with that the conversation died, thankfully. Anything else I could have said would have boiled down to “you’re really just a bad parent”. Really though, come on: you wouldn’t let your five year old watch The Exorcist, or Goodfellas, what on earth makes you think that letting them play an 18 rated game is okay?

The government is apparently planning to ‘clamp down’ on unsuitable video games. If I believed that it was anything other than a cynical vote-grabbing ploy to pander to Daily Mail readers I would heartily endorse this, as I’ve always been in favour of proper age regulation on games content, just as there is for films and television. Thing is, it’s already there. The games industry gets a BBFC/PEGI age rating on pretty much every title that goes out there. The console platform holders (Microsoft, Sony and Nintendo) insist on it as part of the publishing process. Big publishers would never think about not getting their game rated, it’s just part of making games. All in all, we’ve got a great record of self regulation - we are open and up front about the content of games, and we’re not trying to sneak games into the hands of younger gamers.

None of that makes a blind bit of difference though, as long as irresponsible parents refuse to accept that games deserve the same level of care as films. So you’ve found your 14 year old playing Manhunt, or GTA with the Hot Coffee mod - you think it’s outrageous that the developers can make such games. Well here’s a newsflash - we didn’t make those games for your 14 year old. We didn’t sell them to your 14 year old (high street retailers thankfully do pay attention to age ratings). But if their gran bought them the game for Christmas and you said “Oh, that’s nice, now go play” without ever actually checking what the game was like, then I’m afraid that the blame for your child’s emotional scarring lies firmly and squarely with you, the responsible adult. Stop trying to blame others for your actions.

Morning of the walking dead

Posted in Industry Rants, Links from the In-tar-web, Tales from the grind-stone on January 28th, 2008 by MrCranky

Or so it feels - I can barely keep my eyes open. A combination of a very long couple of weeks and a cat who my girlfriend has somehow trained into believing that scratching on our bedroom door from 3:30 am onwards is a good way to get food has left me more than a bit bleary. And today was the day that I was supposed to try out some decaffeinated filter coffee in the machine. Yes, I realise it’s breaking the cardinal rule of programming, but I can’t seem to get the balance right between coffee that’s so strong it makes my teeth jump by mid-afternoon and weak watery rubbish that tastes of nothing. Anyway, I just can’t see that happening, so it’ll be the regular coffee today, at least until I can perk up a bit.

We kick off on the second of our work for hire jobs this morning, so now we are splitting our time between jobs. Not many details to share as yet because I haven’t cleared it with our clients, but I hope to rectify that soon and have something to say here about it. Still not heard back from our licensed developer application yet, but I’m putting that down to applying over the holiday season introducing an extra delay. Admittedly, we’d have little time to do any solid work on it right now, but I’m hoping that things will settle into a more forgiving routine soon.

Interesting piece here with quotes from Jon Hare (ex Sensible Software) that popped up in the Google Alerts for my name (yes I know, how vain is it to be searching for myself, but it throws up the ‘other’ Chris Chapman as well). Two major points I agree with:

1) the quality of programming has dropped with the move to larger teams; I think that is somewhat inevitable though, you just can’t sustain the same team dynamics that you get with less than a dozen team members. Personally I think the approach of scaling up not by having a larger team, but by using multiple small (<12) teams has merit. Of course, the ability to do that hinges on being able to break up the development effort into tangible pieces that can be tackled by the teams.

2) British developers are continually being forced to ‘globalise’ (i.e. Americanise) their products in order to try and maximise sales in the North American market. But to do that, I think we are selling ourselves short - not just in terms of making the most of the British sense of humour, but also the culture we have here. There are a lot of stories to be told, and game ideas which could only come from a British team - but I think they are being passed over because the publishers think that they won’t sell in the broader marketplace. I’m very hopeful that reduced barriers to market from downloadable content will help the balance shift back towards interesting titles (and not just be an excuse for more shovel-ware)

Frosty morning

Posted in Industry Rants, Links from the In-tar-web on December 19th, 2007 by MrCranky

So as I look out, bleary-eyed, at the huge puffs of steam being vented past our window by the building’s boiler, I’m kind of sorry that moving to a proper office has meant that I can’t just stay at home in the nice warm flat and work from there on frosty days like these. Still, the office itself is warm enough, it’s just the trip to it that means I have to brave the icy conditions.

Just read an interesting article here on longer term planning with the Scrum methodology. Good stuff, but there’s still the big chasm of “how do we get the publisher to sign up to this”. Until the people paying the money are okay with the less detailed milestone definitions that come along with agile planning, there will continue to be issues. It’s all very well running teams on agile internally, but until there is a solid contractual way of satisfying the publisher’s need for security with the developer’s need for flexibility, there will still be problems. At the moment the milestones are defined fully at the start, but it’s a naive producer that doesn’t expect the content of those milestones to change. It’s at the developer’s disadvantage though - the contract states that they are bound to deliver what’s in the milestone list, and if they don’t the publisher is within their rights to cancel the project at their discretion. They generally won’t, but it’s a quick get out if they want it. Even if the publisher and the developer both know that the milestones have become meaningless, when they’re written into the contract it means that there needs to be a re-negotiation to fix them again.

Personally I think it’s far better to start out with a high level statement of intent - that the developer will be working on a particular title for the publisher, and that they will use their best efforts to deliver builds of acceptable quality. The regular delivery of those builds is part of the process, and the method of arbitration as to what is ‘acceptable’ is written into the contract as well. That way the publisher still retains the majority of the power (control over what they deem acceptable), but they can’t use that control to avoid their responsibilities to allow the developer reasonable time to deliver something acceptable.

Game Credits

Posted in Industry Rants, Links from the In-tar-web on November 6th, 2007 by MrCranky

Well, with the recent furore around Manhunt 2’s omission of certain developers from the credits of a game they clearly developed, the IGDA has put a reminder up about their work on establishing a Game Crediting Guide. It’s a fairly comprehensive guide now, and looking over it I agree with most of theĀ  stipulations within. I could argue that attribution of team roles to individuals is perhaps not necessary (especially when some developers fulfil many roles and so appear in the credits many times), but that’s probably a rare enough case not to worry about.

Proper credits is certainly a real issue though, as it’s a tangible benefit to your team. Being able to point to a good and/or successful title and say “I made that” is of real value for their sense of worth and their career long term. While not being credited isn’t the end of the world, there are enough unscrupulous people that claim credit for the work of others that not being credited when it is due is sufficient cause for doubt on the part of an interviewer.

Credits are, in my experience, usually knocked together at the end of the development process, and not thought about in advance. The list of people is usually drawn up quickly, and if there has been a lot of movement in and out of the team, people can easily be missed. It’s the producers job to maintain a credits list throughout development, detailing who worked on the title and for how long, and it’s not a chore which should be neglected.

Finally, my biggest bug-bear is with the ordering of the credits. I’m sorry, but the publishers, external producers and company management are not the most important people for a game. The director comes first, followed by the core team, and then the less involved parties. It might seem like a good idea to pander to the management or external partners, but you’re selling your team short if you don’t proclaim them loudly to be the most important part of the game.

Education

Posted in Links from the In-tar-web on July 15th, 2007 by MrCranky

Interesting post here from Richard Bartle on problems in games industry education and the new games academy that TIGA has been pushing. I agree with most of it, especially the focus on the need for an education, not training. I don’t need people who have worked through a ‘my first game’ tutorial, and it seems like that’s what the computer games courses in the UK provide. The quality of graduate from these courses are rarely better than the wider pool of people who either studied a more traditional course, or who have come from elsewhere in the software industry. I don’t think that’s because the courses are bad at teaching, I just think they are focusing on the wrong things.

What we need are people who has learned the importance of structured programming, or the fundamentals of databases, or any one of a hundred other things that are vital to understanding exactly how to develop software for games. Basically what I need are people who have been educated to the level of a Computer Science degree, but with all of the extraneous parts taken out. Games developers rarely need to know formal proof notation for languages, or details of the electronics behind the hardware on which their software runs. They also need to be aware of the constraints under which they must develop - fixed memory environments, designing algorithms that never take longer than a fraction of a frame to execute, etc. Possibly the hardest thing to learn about games programming is how to make things happen with all of those shiny tools and bloated constructs unavailable.

Of course, my idea of an ideal course for a games developer is probably a bit of a hard sell for universities. After all, if you signed up for a games course, you’d expect to be making games for at least some of it. But the fundamentals of making games are the same fundamentals for all software - it is only when you reach the high-level concepts do ‘games programming’ and ‘regular programming’ diverge.

Nowhere is this more obvious than the field of Artificial Intelligence. I gave up the Artificial Intelligence part of my degree after second year, when it became clear to me that the fields on which it concentrated were not going to help me make games. Neural networks, machine vision, genetic algorithms, knowledge based systems - are all good for cutting edge research programmes, but utterly out of place on even the highest-end hardware for playing games. As such, the AI that you find in games bears little relation to the AI that you would research in a university. Sure, maybe you can build an all-singing all-dancing AI that can respond to your questions and think and act like a real person; but if you can’t make it run in less than 3ms and occupy less than a few hundred kilobytes of memory, then you might as well forget it.

Regardless, it seems that the good people, the ones who shine in their job, are the ones who would do well in games regardless of the course they studied at university. They are the people who make games on their own, who code them in their spare time and learn by doing, not just by being taught. I think there is very much a place for games courses, but they should be far more like Computer Science degrees than vocational courses.

Out of the closet

Posted in Links from the In-tar-web, Tales from the grind-stone on June 20th, 2007 by MrCranky

Well, looks like we’ve been outed by the folks over at scottishgames.biz. I think most of the people who find their way to us either knew us in our past lives at VIS, or have been referred to us by word of mouth. There are a few brave and hardy souls who stumble on us via search engines, but they are quickly dispatched and their bodies pillaged for games consoles and cash.

Anyway, I’ve been keeping a relatively low profile until we were more firmly established, but I think there is probably no good time to make a big entrance into the industry, so we might as well stick our heads above the parapet a little. There will be pictures of Pete and I forth-coming, and I will finally get around to updating our About page! The Scottish games industry has seen some high profile losses over recent years, but the blood letting appears to have subsided, and I’m confident we’re on the way back up. Now if we could just persuade the journalists who write for the Scotsman not to keep telling the public how it’s all gone to pot, we might get somewhere.

Aside from that, I’ll be taking advantage of the discount available to Scottish-based developers for the EIF this year (thankfully it’s lost the cumbersome title, although I still preferred just ‘Edinburgh Games Festival’); but we’re a little busy so I’ve decided to miss out on Develop in Brighton this year.

2 years

Posted in Links from the In-tar-web, Tales from the grind-stone on April 12th, 2007 by MrCranky

Of course, the end of our second tax year is not nearly so significant a date as the 2 year anniversary of our date of incorporation. But that was yesterday, so I’ve missed it! Gah. In my defence, I was working very hard yesterday, as I was feeling productive. And I still have a wretched viral infection, although I’m not feeling as bad as I was at the weekend, so no celebrating for me. Boo, hiss.

Anyway, here’s a quick link to another new start-up - Power of Two Games, run by Charles Nicolson and Noel Llopis, both of whom post regularly on the game-dev mailing lists and have done some great stuff which we’ve learned from here (not least of which, UnitTest++, a version of which we use at the Company for our own unit testing). All the best to the guys, and it’s great to see that I finally have an office that’s bigger than someone else’s!

Posted in Industry Rants, Links from the In-tar-web, Tales from the grind-stone on November 28th, 2006 by MrCranky

This news about the initial sales figures of the Wii amused me more than a little this morning. So far, pretty much all of the launch titles for PS3 have been unimpressive to say the least. I haven’t got my hands on either console yet, but Zelda, Rayman and even Wii Sports are all looking good, and I’ll be out on the 8th to try and pick up a Wii for myself and Pete. If the Wii’s sales momentum keeps up, it will be looking to eclipse the XBox 360’s by sometime next year, but unless some serious fan support (and better production rates) shows up, the PS3 is looking like a poor cousin. I’m wondering how much of a co-incidence the timing of the Gears of War release is - given that its a much more impressive title for the 360 than I’ve seen to date. We shall have to see how it pans out, but I’m sticking by my early bet on Nintendo.

Its been quiet on the posting front recently, mostly because I’ve been working overtime on my contract role, with various planning and build automation things occupying the extra time. But I’m taking some well deserved time back in the home office this week, and tackling the pile of paperwork that has accumulated in my absence. Double curses to the inland revenue now that I have to deal with VAT returns as well as payroll and corporation tax. When the CBI are complaining about the massive tax burden the UK industry is bearing, they’re talking not just about the amount of tax, but the sheer size of the administration required to keep up with all the obscure rules.

Ding!

Posted in Links from the In-tar-web, Tales from the grind-stone on October 15th, 2006 by MrCranky

We have a winner! Got to love that Potatamoto guy.

Pete and I have been banging our head against tools, makefiles and cross-platform compilation this last week, along with a continuing spree of unit tests. Barco time is sucking up my 9-5 day, but I’ve been working while commuting, and doing paperwork in the evenings. Speaking of which, its time to figure my way round our first VAT return.

Game of the week has to be the Battlefield 2142 demo - big stompy mechs in a combat scenario = much squishing and crunching of bones. Fantastic!

Manifesto Games and other ramblings

Posted in Links from the In-tar-web, Tales from the grind-stone on October 9th, 2006 by MrCranky

Greg Costikyan announced the other week that the site is now ‘real’ (i.e. bugs are now proper bugs, and not just beta flaws ;-)), so I’ll drop in a link here.

Manifesto Games (Steam Brigade)

I’ve been browsing the site, and found a bunch of games I want to try, which is surprising, given my cynical take on games these days. Not a lot of time to try though, so I think it may have to be relegated to the 30 minutes on the bus in the morning (I’m at Barco for a brief spell).

I’ve been playing Defcon (available through Steam) a bit - lovely classic game, simple concepts but which combine together to become radically complex when played. I can’t even begin to get my head round some of the strategies needed to be a good player, so I settle for massive early strikes which makes me think I’m doing well, only to be crushed mercilessly by the retaliatory strike. D’oh!

Also got the Battlefield 2142 demo yesterday for a quick blast - looks good, and a decent successor to Battlefield 2 (which has also sucked away some of my precious gaming time). I’ll probably pre-order it, although I’ve got to order a Wii first. Hopefully the rumours of increased production rates are true and the queues for a console will be diminished. Big slap in the face to Microsoft and Sony if that’s true - normally the news is that production rates are less than hoped. I’ve given up bothering on Sony’s continuing stupid press releases and general fumbling of the ball, you can find that elsewhere.

Randomly bumped into one of the few people I’d lost touch with since VIS on the bus last week - Jonny Dobson the director/head of programmer/etc. Still in the industry as an independent (Insurgent Games with Craig Hunter), keeping busy doing consulting work. Yay for a Edinburgh games success story.


Email: info@blackcompanystudios.co.uk
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Last modified: July 16 2008.