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I never went to the Game Developer’s Conference as a journalist, but this year I took a week off and flew out to San Francisco on my own dollar to attend it as a developer. I was mainly there to demo Gunpoint for the expo crowds at the IGF Finalists Pavilion, but I was also invited to give a five-minute talk as part of the closing talk of the Independent Games Summit: the Indie Soapbox Session. It’s a rapid fire sequence of ten indie devs giving quick talks about what’s getting them fired up at the moment – rants, new ideas or advocacy. I was honoured to be asked, then completely terrified when I saw the room I’d be speaking to, then totally calm milling around on stage beforehand, then debilitatingly nervous when I actually had to speak. The GDC photographer also managed to capture three extraordinary and bizarre pictures of me on stage. I’m told it went well, by several nice people who ran into me later in the week, and a few others have asked for the slides. I can actually do one better than that – correctly predicting that I’d be unable to form sentences on stage, I wrote my notes for the talk as a full script. Here it is, updated slightly to reflect what I think I actually said, and with a few notes on context and how people reacted. -
My day job is to write about games, but I’m also making one in my spare time called Gunpoint. It’s in the IGF, actually, so I feel good about that now. (The act I had to follow was the creator of Solipskier explaining that “Nobody gives a shit about the IGF”.)
It’s my first game, and it’s not finished yet, so I don’t feel qualified to lecture anyone about development. I want to talk instead about explaining games. It’s easy to screw that up when it’s a game you’re close to, but it’s also really important to get right if you want anyone else to play it. And I had a headstart with this, because I’ve been explaining other people’s games for eight years. When you’re trying to describe your game – for its website, in an interview, or in a trailer – you can’t assume the reader is a reasonable, interested, intelligent human being. Because in the worst case scenario, your reader might be me. And I’m an asshole. (I wasn’t sure if people would notice the slide change here, it was funny to hear a delayed laugh in a few parts of the audience)
The current methods of explaining games don’t work for assholes, and I’ll explain why. Then I want to show you how I’ve used my first hand experience of being an asshole to explain games in a way that even an asshole can understand. The first bad way to explain your game is to not explain it at all. People often put out some raw footage or a screenshot and let it speak for itself. The trouble is that doesn’t. It probably speaks for itself if you know what it says, but you have no way of imagining how little sense it makes to other people. Sometimes we can’t even tell which thing you’re controlling. So you might describe it as “a game about loss.” OK, but what the fuck does that mean? For all I know Off-Road Velociraptor Safari might be about loss. I think Minotaur in a China Shop actually is. (Matthew Wegner, from Flashbang, is the one who invited me to speak. Flashbang made both these games)
But your message, your theme, and your artistic intent don’t tell me anything about how I play the game or what I can do in it that’s interesting or different. If you ever catch yourself writing something like that as an explanation of your game, just stop and delete it. No-one gives a shit about the people of Darksun except the person who made up the word ‘Darksun’. And in this case, he doesn’t either. I’m sure your story’s good, and I’m sure it’s important to your game, but it’s not going to be good in ten words. And if you write any more than ten words, no-one’s going to read it. (I heard some people bristle at this)
No-one has ever read a developer describing their game as “innovative” and thought “Wow, that sounds innovative.” We have read developers describing their game as innovative and thought, “Wow, he sounds like a tool.” Those are the ways that don’t work. So how do you explain something nuanced and cool to an impatient asshole like me? You have to get to the point, incredibly quickly, in plain and simple language. In fact, you have to get to four points, in about three sentences, or we just stop reading. You don’t have to stick to traditional genres, but try to use a word that reflects what you actually do in the game. Maybe it’s not a platformer, but it’s a “2D exploration game.” And you can summarise drastically. We don’t need to know how it works, but we want to know why it’s cool. The main mechanic in my game is hard to explain in eight words, but if I say “you can rewire its levels to trick people,” you get an idea. The plot will never sound good in ten words, but the fantasy might. You’re a spy? You’re a god? You’re saving kittens? You’re a kitten-god saving spies? All those things are cool. Describe a moment the player can experience that’s typical of the game, and illustrates the best of what you’ve just told us. If you say it’s a game about possessing your enemies, I’m interested. But if you tell me I can possess an enemy, throw him into a friend, and knock them both into a landmine before I switch back to my own body and watch them blow up… at that point I’m throwing money at the screen. If you can do that, you’re done. And when you read it back to yourself, it doesn’t actually sound like it was written for an asshole. It just sounds like it was written with a respect for the reader’s attention. And the truth is that most of your readers aren’t assholes like me, they’re intelligent, reasonable people. But reasonable people still respond better to writing that values their time, and doesn’t waste it to gratify the writer’s pretensions. This isn’t really about indie versus mainstream, or arthouse versus commercial. It’s just about communicating efficiently enough that everyone who would like your game ends up playing it. I think it’s a shame when that doesn’t happen. Thanks! | ||
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Gmail’s new look is optional – FOR NOW – in the same way that Twitter’s was – FOR A WHILE THERE. And like Twitter’s, it’s sort of vaguely pretty but twice as awkward to use for all of my most common tasks. I just found a script that lops off most of the wasted headspace that scrunches all the e-mails down, even in Compact mode, and it’s made a huge difference for me. Works natively in Chrome, needs Greasemonkey in Firefox. It’s weird how all the extra spacing made the default view look claustrophobic. To a certain mindset, white space isn’t open air, it’s the walls closing in. | ||
Pentadact: H brings back the search box, but I do think that's one thing it could improve: there's room for it between the action buttons and the pageturners on that single navigation line.
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I danced around the room like an imbecile when my story got into the original Machine of Death collection. I didn’t really know what it was doing there, next to all these awesome ideas, but I didn’t care. Until it came out. It’s flattering to be in such wonderful company, of course, but I can’t help wincing at the way EXPLODED painstakingly re-explains the concept, and details the creation of the machine as if you’ve never heard of such a thing. Explaining yourself clearly is the first thing you learn in games writing, but it totally backfired for me in this context. And I hadn’t thought about how heavy a collection of stories about people who know how they’ll die could be. EXPLODED has jokes, but it dwells on its deaths.
One of my favourites in the collection is TORN APART AND DEVOURED BY LIONS, because it’s such a breath of fresh air. It doesn’t explain the concept, and it doesn’t even really have a plot, but it’s so funny, breezy and fun that you don’t want it to end. The third demoralising thing I realised reading Machine of Death was that I suddenly had a much, much better idea for a story on this concept. The crux of so many stories comes down to that Can’t Beat The Machine rule, and I got thinking about what would happen if you started from that. If the characters in your story had all read this whole collection, and were intimately familiar with the weird ways fate would bend itself to make the machine’s predictions come true. And then you tried to write an action film. That’s when Machine of Death 2 was announced, and it wasn’t a hard decision to enter. Writing EXPLODED was a quick and enormously fun process, a handful of evenings, something I’d do again without any hope of inclusion. So I wrote out the story idea I’d been kicking around, looked at it, and ditched it. The problem was that it was about heroes – soldiers, really, but soldiers about whom I could only ever say one of a few things:
These are the four worst story concepts ever. And they don’t exactly lend themselves to the light, breezy tone I wanted to steal from DEVOURED. The truth is, I don’t give a shit about fictional soldiers. I’ve watched them, been them, killed them more times than makes sense. I just liked the concept of how these guys would work in a Machine of Death world, how they would use that to their advantage, and wanted to write a story where things worked like that. Really, the only interesting thing I could ask about some Machine of Death-enhanced superheroes was “What would it be like to fight them?” It would fucking suck. It would be like fighting the player in a videogame, or the hero in a movie – the asshole all the bullets miss, for whom every twist of physics seems to land in his favour. What’s that like? Ask a supervillain. Actually, ask his henchmen. LAZARUS REACTOR FISSION SEQUENCE is about three henchpersons, the supervillain they work for, and the supersoldier superheroes who keep fucking up their shit. It got accepted into the Machine of Death 2 collection on my birthday, and I danced around the room like an imbecile.
More Machine of Death
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Bret: Going to agree those are pretty bad, but the worst? I dunno, it's probably a personal thing, but I've always liked "YAY! Hero Soldiers" better than the all time favorites for school assigned reading
GUESS WHAT? Teenagers angst! and SURPRISE! The past (or what I skimmed of it from an encyclopedia) sucked! I mean, at least the first one sometimes leads to a trio of ski patrol brothers fighting dinosaurs in Antarctica while two of them are snow blind. | ||||
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Update! Loaf 2.
I’ve had this recipe for Italian peasant bread bookmarked for about a year now, finally got round to trying it. Added a topping before the final lidless crusting blast. I think the professor’s flour-to-water ratios are off, or he’s using a different kind of flour: 2:1 is pretty much liquid, doesn’t come away from the bowl. I erred on the side of sticking to the numbers rather than tweaking until it did. Came out deliciously crispy and super soft, but quite dense in the middle. Next time I’ll keep adding flour till it’s a bit more solid, probably skip the fold-twice step, and leave it to prove in the same pan it’s going to be baked in. Bread is the most satisfying thing to make. I will definitely die from it. Made from a frozen portion of the dough for Loaf 1, thawed out and baked. Curious success! Wasn’t sure it would survive the chill, but it rose as it thawed out, and then proved more or less as it should. Same consistency as the last one, so I floured it heavily before proving. The last loaf seemed to deflate when I reshaped it for baking, so for this one I tried just leaving it in the pot and putting it straight in. You’re supposed to pre-heat the pot, but I still got the amazing crust I was after. Also added 15 minutes to the lid-off baking time, as planned. Definitely a good idea. This is not a bread you can eat quietly, but it’s a hugely satisfying crunch. I think that’s also why the middle is much lighter and fluffier. | ||
finale: "This is not a bread you can eat quietly, but it’s a hugely satisfying crunch."
I think you've found your Crosslink sound. | ||||
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The latest PC Gamer UK is about 50% bigger than usual, has the coolest subscriber’s cover I think I’ve ever seen, and is probably the best issue we’ve done in years. Also you get a free Team Fortress 2 hat with it. We finally got to the point where the perceived value of the coverdisc was less than the value of the extra pages we could make with the money it costs, and dropped it. As a former disc editor of PC Gamer, I will say this: thank fuck. We’ve done lots of new stuff with the extra space, but I’m particularly happy that this issue is packed with diary-type stuff. It’s my favourite kind of writing both to read and write, and I got to do loads of it this issue, and read loads more by better people. My main thing was a 10-page Skyrim diary – I got a nice long session with it, so I just wrote up the whole weird story of my experiences with it. It’s awesome. Properly fresh, huge and new. And like Oblivion, rough, crazy and over-ambitious. In the 2-page interview that follows, Todd Howard tells me what happened on his wedding night. The other big diary feature is about Artemis, a multiplayer game where each person mans one station on a Star Trek style bridge. I was the engineer, O’Francis, and it was honestly the nerdiest thrill of my life. Tim asked me how long repairs would take, I estimated half an hour, then got it done in five minutes. It doesn’t get more authentic than that. Then there are 8 Now Playing pieces, our shorter diary bits about whatever we’re up to. Great pieces from a few less common faces in there this issue, including Chris Impossibly Nice Donlan on Super Crate Box, Duncan I Also Work For Wired Geere on Universe Sandbox, and Phil Octaeder Savage on Frozen Synapse. Normally I’d suggest you grab it from our online shop, but rather embarrassingly we’ve already run out of stock for individual issue sales. It was a bit of an experiment, and it went better than expected. You can still subscribe, though I don’t know which issue it’ll start with. We’ve just launched with this issue on iTunes’ new Newsstand, and we’re already on Zinio. I’m not totally sure if and how the hat comes with the various digital options – in the physical mag, it’s a printed code. And in the UK at least, shops still exist. | ||
Urthman: I absolutely understand why the cover disc is now obsolete, but it makes me sad and wistful. I still remember the thrill of a new COMPUTE! magazine that came with a 5.25" floppy disc FILLED with NEW EXCITING SOFTWARE AND GAMES!
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This tale of abruptly losing a Google account without explanation, via roBurky, made me realise I should be backing this stuff up. Not so much because “It happened to him, therefore it will happen to me!” Just because the story makes you realise how boned you’d be if Google did shut you out, and how absurd it is to have total faith they never could. In all probability someone hacked this guy’s account and did something bad without his knowledge, in which case it has nothing to do with anything he did. If you try to explain how much stuff you’ve entrusted exclusively to Google, then replace the word ‘Google’ with any other company name, it starts to sound terrifyingly stupid. Backing up is surprisingly easy, though. You can’t do it via that weird Data Liberation Front thing they keep shouting about – that’s just for, like, status updates and Picasa for some reason. But for mail and docs, the two things I care about, neither method is hard. The simplest way to have a local copy of all your Gmail is to install a mail client like Thunderbird, which is free and quite pretty these days, and tell Gmail to let you download it with that. Click the cog in the top right, go to Mail settings > Forwarding > Enable POP for all mail. If you go with Thunderbird, the next bit is weirdly easy. It asks for your e-mail address and password, and then figures out what all the POP and SMTP servers should be automatically. Last time I messed with that stuff, you had to actually make a phone call to find it out. I am old. Then you just check mail, and you’ll have about 20,000 new messages. Any time you want to update this backup, fire up Thunderbird and check again. DocsGoogle now has an in-built way to back up all your documents. Right click any one of them, and sneak past the two battling context menus to find the Download option. In there you’ll find an ‘all items’ tab at the top – click that and you can pick what formats you prefer for each document type, then click a big download button to receive them all in one big zip. Surprisingly it was only about 300MB for me (1,000 odd docs). Digging through all this old stuff has reminded me that for a brief golden age, a group of us managed to introduce “Snakes on a Plane” as a general expression of nonchalance – a sort of “Whaddya gonna do?” As if to suggest that in a world where snakes can be encountered on planes, anything less troubling is trivial. Person 1: I’m not even dressed yet. | ||
Morne: Lost all your Google files? Snakes on a Plane, man.
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Some reflections/comparisons of social networking sites | Faith and Technology: [...] Tom Francis at Pentadact thinks Google+ Is The Exact Opposite Of The Social Network We Need [...]
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Blood Money And Sex
Plan B
Team Fortress 2 Weapon Ideas
Open World Games: The Good Stuff
First Night, Second Life
Masq
Oh My God What The Fuck Barbecue
A Life In Questions

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