24 Feb 2009

New (Sexy) Interview

There's a new and very sexy interview in the latest issue of online magazine D+PAD.

The splendid Mr. Scammell asked some very good questions, and it weighs in at 3 pages long. Those of you who came here looking for some moustache porn will also be very pleased.

You can download the issue as a PDF, zipped PDF, or by using Issuu which doesn't require the downloading of anything and looks spiffy to boot.

23 Feb 2009

Polish

I've spent the last five hours battling the OO architect within to implement a dirty fix to keep water animations synchronised.

Fun just isn't the word.

In other more exciting news, there's rumblings that the best-selling XBLCG titles are selling in the tens of thousands. If that turns out to be true, it'll be very good news for all involved.

20 Feb 2009

...Than you can shake a stick at

I've done so many interviews, it's hard keeping track of them. The Game Reviews have had an interview online for a while that slipped through the awareness net! As it happens, I think this one asks some of the more interesting questions that have been presented to me, so is well worth a read.

Performance and Business

I've been starting to get in touch with some people about the future of Binary Tweed. We're also looking at marketing, which we have very little money for. Xbox LIVE Community Games suffers from a lack of mainstream presence, and so marketing in traditional media would help raise the profile of both the service and Clover.

In my original field of programming, it was accepted wisdom that optimisation was the work of Satan and should be avoided at all costs. Write readable code, and throw bigger hardware at it if you need more speed.

So it was with some trepidation that I had to look into a performance issue we were running into on the Xbox 360. On my development machine, the game runs at a solid 30fps, never dipping, but never going faster. As the maps in the game had become larger and more populated, we were starting to see slowdown from 60 fps to 10fps when munging some texture data - basically when you walk over some ground and a terrain feature such as a door.

Thankfully the fix was beautifully simple, and had nowt to do with the munging algorithm at all. Now Clover runs at a glorious 60fps on the 360, no matter what I'm throwing at it. Hurrah!

18 Feb 2009

Death Tank Drei

I purchased the new rendition of Death Tank on XBLA today, and it's rather good. Annoyingly good in fact, as I was planning on ripping it off one day! Can't wait to get some chums together with some beer and bombay mix for a tanking session. Unfortunately the headbanging music from the second in the series on the Saturn hasn't made the cut, but I'm sure I'll cope.

Having largely recovered from the lurgie, progress on Clover is now at an acceptable pace. We recorded all the vocal work over the weekend, and we've added in a lot of graphical assets. I can't wait 'til next week, when I should be able to share some new screenshots of the very sexy new areas we've got.

16 Feb 2009

Clover's Quadrophonic Soundtrack

Here's an exclusive photo of how we're recording Clover's soundtrack using ground-breaking new quadrophonic technology.

14 Feb 2009

New Interview

There's a new interview online with the very nice people at Ugly Baby Studios.

12 Feb 2009

New Things

A big pile of artwork got delivered today, and so I got to do some world-building. What with the various ambient sound effects we've got, it's all getting very immersive. There's a particular area with one of my favourite music tracks in the game, set on a beach with a cave, accompanied by the sounds of seagulls, lapping waves and atmospheric dripping in the cave. It's all very lovely, and I'll have to get some screenshots up on the inforwebtion supernetway soon.

Thornton is on-site tomorrow, we've got new equipment being delivered wich should speed things up, and the final music recording process starts on Sunday.

11 Feb 2009

A Little Essay

This was written for print, so excuse the large paragraphs.

games, meaning, and players

The meaning of games is probably not a concept that crosses the average gamer's mind during a post-pub session; something more worrying is how exactly to eat dry roasted peanuts whilst holding a joypad. Games have always had meaning, dating back to the scoreboards and competitive drive of arcade classics such as Pong. Without these motivating factors the full extent of video gaming would simply have been a few blokes tarting about with moving shapes on a screen between beers. Without some reason to play, games simply aren't games, and certainly wouldn't have become the staple of modern culture that they are today.

For years the meaning of video games in general remained static. From the 70s to the 80s, attaining the highest score was the key reason to play, leading to great commercial success in the context of the coin-op arcade machine. With the industry's move into the home came a new focus on completing a set of tasks: finishing all the levels, finding all the ship pieces. This model was clearly successful and appealed to the nature of people who like to be challenged.

As the industry has matured, a growing number have clamoured that games are an art form, and so we've seen the advent of games with meaning and purpose more akin to modern cinema. Titles such as Shadow Of The Colossus demonstrated that a game can be both entertaining as an interactive experience, and still convey a director's message inviting the player to reflect on their actions. The most recent and dramatic exponent of this approach is Braid, which not only innovates by playing with fundamental concepts of the platform genre, but also exploits these fresh twists by using them to invite the player to consider their own existence outside of the game. It is not alone - Metal Gear Solid 4 is widely accepted as a commentary on military politics and the even as an allegory of its creator's career. Expansion of context from looking for meaning within the game itself to the real world has implications for the industry and its audience.

Since the three big console manufacturers realised there was money to be made in mainstream games, gamin has suffered an identity crisis. Much attention is focused on how lowering the barriers of entry to gaming has effected changes in the games-playing demographic, but by looking at the context and meaning of games we start to see a wider change. LittleBigPlanet and Halo 3's Forge have created new meaning in the gaming space by exploring the joy of sharing the fruits of creativity. Every Extend Extra and fl0w have created meaning for those seeking new sensory experiences. Wii Fit has most notably diversified gaming's audience by making its context the player's health. Even a straightforward game like Geometry Wars 2 expands upon the meaning of competition with its tightly integrated friends-only scoreboards, doubtless a result of the age of social networking.

With new meaning come new reasons to play and new players. Just as some audiences prefer action films to philosophical allegories analysing human existence, some gamers will prefer the meaning of visceral arcade games to the reflective experience of Braid.

Is this expansion of context and meaning the death of the traditional gaming experience? Are we seeing the death of the “hardcore gamer”? If the amount of hours spent fighting for high scores on Geometry Wars 2 is anything to go by, I'd wager not. We might just have to get used to being part of a bigger audience: many people will play many games for many different reasons.

10 Feb 2009

Bum

I'm no longer incapacitated by illness, but Jeanette is. Artwork is behind, and we need to re-evaluate the project plan at the end of this week. We're going to need a bigger boat.

On the plus side, another interview as come my way, I've been doing a lot of polishing, and we've got a new network storage solution that will make life a lot easier. Music is coming along nicely, with some tracks now featuring 60% extra sex. More of Owen's sound effects have been integrated, and they're all sounding lovely.

Now tonight, am I going to teach striking, throwing, knifework or groundwork? Decisions...

3 Feb 2009

Cold

...And not the "brr, it's chilly" kind - I'm talking about the cough, phlegm, sore throat sort. As such not a lot has been done today, and this has been compounded by me getting early access to the Halo Wars demo. It's pretty good, in case you're wondering.

Today's activities have included: bank meeting; adding seagulls; investigating a performance issue when munging solidity data of terrain features; drawing rocks; being offered more interviews.

2 Feb 2009

HTFU

Somehow through the 'arctic' temperatures, we managed to survive another day and not die of hypothermia or go snowblind.

Owen's delivered a large chunk of the sound effects, and they are rather sexy. It's a shame we haven't got the time/money/disk space for a shedload more, as it really does make the world come alive. Finally, all my stereo panning code gets to see some action!

Artwork again looks like it's lagging behind, and we're going to have to get a handle on that sharpish. One of the bonus features is now complete, so coding is getting ever more sparse. I finished another interview this morning, which was for another print mag. Some very good questions this time, although some of them were more challenging.

I'm in desperate need of some gamerpoints; shithead is now 90 ahead of me which is simply intolerable. Tempted to download the Fable 2 DLC, but I should really rein in the spending - especially after the amount I've spent on Jitsu-related beer recently!

All Business Cancelled

Hi All,

Just posting to let you know that I'm 'holing up' as England enters a state of anarchy, and government dissolves. A few bits of frozen water have landed in London, rendering the British completely unable to do anything other than find excuses for not being able to get anywhere. I knew society was doomed as soon as I found out Elephant & Castle underground station was closed. UNDERGROUND. As in, where it doesn't snow.



In other news, Jeanette Abrahamsen (of Norwegian origin) was hospitalised this morning after nearly laughing herself to death.