Monthly Archives: January 2007

Xbox / India link updated with correct URL. I’m batting what… one broken link every other post? Bah. eBay is delisting auctions for virtual objects. The stated rationale is notable: they’re effectively declaring that game players don’t have inherent ownership … Continue reading

Indie Concepts and XBLA

(I’m currently in Shanghai and having a blast. Haven’t had time to write something about my experiences yet, so here’s an unrelated article I wrote a few weeks ago but never got around to posting…)

Since I joined XBLA, I’ve refrained from writing about my job because most of what I do is considered highly confidential. In addition, there’s been so much to absorb (intellectually, organizationally, and creatively) that I’m still digesting most of it. But I think there’s one thing I can share that you all might find interesting.

Five months ago, I wasn’t sure what kinds of content developers might be pitching to Microsoft. My assumption was that many pitches (if not most) would involve content that traditional publishers generally shy away from. Experimental gameplay, completely original IP… that sort of thing.

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Bioware has announced vague but “big” plans for episodic extensions of some upcoming games. IMO, that qualifies as a significant (if exploratory) vote of confidence in the business model. Speaking of, I’d love to witness a no-holds-barred debate between Ray … Continue reading

Game Design Research, ala Avellone

The article below was written by Chris Avellone, Chief Creative Officer of Obsidian Entertainment. Chris also designed Planescape: Torment, which is my favorite game of all time, as I’ve noted repeatedly on this blog (much to Chris’ acute embarrassment, I’m sure.)

Anyway, Chris is also a great writer, so I asked if he’d do this guest spot. No strings attached, any subject allowed. The only requirement: it had to include his famous stick figures. (Famous, I say!) Chris gracefully accepted. And with that, I’ll stop yammering now…

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Andre Vrignaud asked the Xbox community to tell him how Live should evolve. Tons of responses. Skimming them will give you some insight into the desires of Xbox’s most passionate customers. A detailed account of a virtual war that has … Continue reading

Sharing the Wealth

I’m somewhat embarrassed to admit that lately, when someone asks me for advice on building up their community-centric media project, my answer often includes the following question: “What are you doing to drive financial value back to your users?” I say embarrassed because this question invokes tragicomic memories of failed dot-com startups; you know, the websites that paid you money for websurfing (“make pennies per day!”) Or, for that matter, more recent sites that prove the classic pyramid scheme is alive and well.

Past failures and frauds aside, there’s clear evidence that creating economic opportunities for users can result in big bucks for businesses. This has long been obvious outside the entertainment industry — eBay, Google (adSense), and Amazon (Marketplace) all make a ton of money by riding the efforts of users. But in entertainment, many people remain fundamentally opposed to sharing the wealth. Why bother, they ask, when users aren’t demanding it? (see MySpace, YouTube, etc.)

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Pooka the Ghost

Apologies — I wanted to write something intelligent this weekend; instead I spent all of it playing with Pooka, our new whippet. (We didn’t pick the name Pooka — she’s three years old and she’s had that name since she was born. Feels wrong to change it.)

But I also occasionally call her “ghost” because she’s entirely white and utterly silent. I’ve never met a dog that doesn’t bark or yelp or anything. We’ve heard her whine once — when Eve left the house and Pooka got separation anxiety — and we heard her growl for about a second, when another dog tried to paw her. That’s about it.

Anyway, much time spent giving treats, learning dog mannerisms, and keeping Pooka off the bed (she still jumps on it when I’m not looking, but she’s smart enough to fly out of the room when I walk in… *grin*)

Something more worth reading to come soon. Thank you for your patience.  ;-)

Five Things About Me

I got tagged with the “five things” influenza that’s ravaging the blogosphere. I could ignore it, but where’s the fun in that? So here’s five things you probably don’t know about me:

  1. My first favorite games were Space Quest, Leisure Suit Larry, Hero’s Quest, and Might and Magic 2. My best friend and I still occasionally chant the tune (in unison) that M&M2 made each time you destroy a skeleton with “turn undead” (“na-na-na, na-na-na!”)
  2. I got into medical school (Mt Sinai, NYC) when I was a sophomore in college. I didn’t end up going because every time I saw blood, it made me want to puke. Contrary to popular wisdom, the urge to puke did not wane with repeat exposure. My father still wakes up screaming from time to time as a result of my decision.
  3. My first language was Spanish. My parents wiped Spanish from our home when some teacher complained I was incomprehensible. Now I have a BA in English Literature and can’t speak Spanish worth a damn. Stupid teacher.
  4. My wife and I are frequently compared to “Dharma and Greg.”
  5. I love really good dark chocolate. But I can barely stand the taste of milk chocolate, no matter how fancy.

And now, for my shameful contribution to blog pollution, I tag Ben Mattes, Henry Jenkins, Parmesh Shahani, Danc, and Chris Avellone.

Worldwide wrap-up of notable happenings in video game academia this past Fall. Linden Lab has open-sourced the Second Life client. Given widespread recognition that the current client isn’t very user-friendly, the announcement has been greeted with enthusiasm by many bloggers. … Continue reading

Bridging Demographic Gaps

A couple of weeks ago, Kim Pallister and I were chatting about a particular video game. Kim mentioned that it would be nice if the game included a “little kids’ mode” — i.e. one in which the player can’t actually lose and doesn’t even need to follow any “rules” per se; he/she can just experiment with the controls and have fun within the virtual environment. (I believe the comment was inspired by the exploits of Kim’s two-year-old twins.) In essence: open the game to more members of the household (in this case, very young children) without much additional cost.

Shortly thereafter, I read a post on Ben Mattes’ blog exploring a related theme; offering “little brother” co-op mode in hardcore games, so that experienced gamers can more easily invite less dextrous family members and friends to play along. A quote:

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