Immutably Me

Jul 24 2008
Jul 23 2008
This is possibly the worst choice of music and the most awkward performance used to promote a karaoke game I’ve ever seen. It’s the epitomy of weird.
Jul 18 2008
Jul 06 2008
Maybe it’s just me but I think I’ll be replaying this game with Jessica Alba any time she wants to play. Shame it can’t be in person.
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Jun 29 2008
Jun 26 2008
May 26 2008
The work that Michael Hollick put into portraying Niko Bellic in GTA IV is astounding. Listen to this radio interview to get a better idea of what it took to bring Niko to life.
May 24 2008
May 20 2008

Harrison Ford on Stunts

“… an ambition of mine … is to keep human scale and reality in the stunt sequences… to stage them and choreograph them, keeping in mind the normal physics that we all live with. I’m less a fan of the kind of matrix-style, fantastic sort of action—which can be really interesting—but, in a way, it draws attention to itself, and you begin to be watching the kinetics rather than watching the character… and my ambition is to have the audience understand the fear, the triumph, the pain, the fatigue… that the character suffers or endures in these fantastic physical sequences.” —Via The Guardian
May 15 2008
May 12 2008

About console exclusivity

I’m disappointed to see developers publicizing that their upcoming AAA titles are exclusive to one particular console over another as though it were a perk for gamers.

Would PS3 owners really care if God of War III were available on the 360? Would the Xbox 360 crowd care if Gears of War 2 could also be played on PS3? Certainly, it would be odd to see a Sony title, such as GoW, available to Xbox players but, frankly, Sony would make more money by selling their game to other console owners.

I suppose it’s obvious enough that this is simply a matter of publishers baiting hooks with AAA titles to lure gamers over to one console over another but I’m not convinced it’s smart marketing at all.

Grand Theft Auto used to be Playstation console exclusive but have now opened it up to include Xbox 360. Bad decision? 

May 09 2008

A bit of irony via Mirror’s Edge ‘Debut Trailer’ HD

Hint: The irony has to do with the title and the conspicous absence of something within the trailer.

Apr 10 2008

5 [Misguided] Tips for Making Games That Don't Suck

Wired online features Ted Castronova’s 5 tips for making games that don’t suck. Unfortunately, it seems Ted still has a lot to learn.


Don’t Be Overly Ambitious “We thought it wouldn’t be too hard to design a realistic War of the Roses-era economy, complete with swords, armaments, horses, food, and clothing. You want to create a suit of armor? First you have to smelt brass to make the bolts and gather fibers to make string … We soon learned why most designers don’t do that level of realism.”

[Immutably Me: You can be ambitious within the limitations of your situation (budget, team size, experience, etc.)]

Go Low Tech “If you can’t find a professional game studio to partner with, start small. There are lots of simple development platforms to experiment with. Look at Tribal Wars — it’s an HTML-driven online game with hundreds of thousands of users. It can be played in a browser window.”

[Immutably Me: Web Games are not inherently low-tech, neither is Nintendo DS. Low-tech would perhaps be a card game.]

Think About Your Audience “We put Arden in front of Shakespeare experts and they loved it. We put it in front of play testers and they yawned. We’d get feedback like, ‘I talked to that Falstaff guy for a while and got a quest to go repair something. I logged out and never came back.’ Too much reading, not enough fighting. Arden II will be more of a hack-and-slash Dungeons and Dragons type of game.”

[Immutably Me: It’s foolish to assume that because players didn’t wish to engage in boring quests that they will be happier with killing instead. Look at the Myst series, The Longest Journey, etc. Players love exploration and discovery. It just takes skill to pull it off.]

Get a Full-Time Staff “I love my students, but they just don’t have the schedule to do this. I have a very able lead designer and an excellent lead artist, but they had to pause for midterms. You need a core group of 60-hour-a-week people.”

[Immutably Me: Wrong. Wrong. Wrong. Great game experiences can be created with two people or 200. How much over time you force them into does not make a better game. Look to Fez as an example.]


Concede Screwups “You face a moment where you can admit something isn’t working or you can lie about it. It’s like in Shakespeare’s plays: The tragic heroes keep making new mistakes that compound their original mistakes. The comic heroes muddle around and find themselves in ridiculous circumstances, but in the end they accept their own humanity, and the audience respects them for it.”

[Immutably Me: Post-mortem evaluations of a game can certainly be helpful to avoiding future errors but in my experience many people don’t learn and repeat the same mistakes again and again. I would say avoid foolish errors by surrounding yourelf with appropriate professionals and learn to trust them to do their job well.]

Apr 08 2008
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