Archive for December, 2009

Our History

Tuesday, December 29th, 2009

As the old adage goes, “those who cannot learn from history are doomed to repeat it.” Yet, what is the history of the games industry? How do you study it, especially as an outsider?

Rudimentary history classes typically focus on the what. Students memorize dates and events, but they don’t focus on the why. That’s left to the higher level history classes. I always hated the rote memorization required of me in history classes when I was younger. They instilled a distaste for the subject and they failed to impart any important lessons. Yet, a good study of the why behind the events is both interesting and educational.

Prior to 2000, when I took my first job in the industry, I couldn’t definitely explain the why behind any but the simplest history lessons of the industry. I could speculate on the why, but I had little to no means to test any such hypotheses to see if they held a grain of truth. Even then, I spent time working for magazines before I did indie work, which meant the scope of the learning was somewhat narrow.

Where is the history of the industry recorded? Where can a student or a professional learn what has taken place on more than a superficial level? Have game design and development schools added why-focused history classes? Is there any broad-yet-deep knowledge resource of our past, or do we still rely on an oral history that has no strong oral tradition?

I can scrounge through postmortems and read superficial games industry time lines. There are relics both real and fake strewn across the landscape. But they do not form a cohesive picture. They do not explain why half the postmortems cite the same mistakes. They do not provide the foundation for in depth analysis and a true history. We’re in a high tech industry with an incredible potential to gather data and knowledge. Why have we not done so?

If you know of an encyclopedia of the why behind the games industry, I’d love to hear about it.

Machinarium

Monday, December 21st, 2009

I gave the Machinarium demo a spin this weekend. It took all of five minutes to capture me. The world and presentation just clicked. Now I’ll have to see if it provides an enjoyable experience in addition to looking and feeling cool.

Imprints

Monday, December 7th, 2009

Rarely, a game will leave a mental imprint on me that lasts well beyond when I finish the game. Most of these games are classics, but there’s not always a perfect correlation between the quality of a game, whether it’ll leave an imprint and how strong that imprint becomes. I’m not going to delve deeply into the subject, but I wanted to briefly pose the question: what makes a game leave an imprint?

I’ll spare you all the long-winded monologue and instead I’ll focus on one highly subjective point: it’s in the music. The games that leave the strongest impressions on me almost always have a great soundtrack.  Shadow Complex was probably a technically better game than Trine, but the latter is the one that left an imprint. I burned through both games, but I continue to play Trine through the music - the soundtrack contains the essence of the game. I can listen to it after I’ve played the game and I can observe how my memories are mapped to the individual tracks. Each song is linked to different experiences.

Normally, my memories are fleeting - they’re attached to any of dozens of simultaneously moving thoughts and they slip through my mind before I can get a solid grip on a particular thread. But the sounds of the game bring clarity to even the smallest details. Most of the games that have made an impression on me fit this bill, ranging from classics like Betrayal at Krondor and Xenogears to modern recent obscurities like Spirit Engine 2. In some cases, this extends beyond the soundtrack and to the effects and ambient noise in games like X-Com.

I have yet to play an MMO that evokes the same reaction, but the genre doesn’t give music the same role for obvious reasons. I can’t help but wonder what kind of MMO will leave an imprint on me.